____________________________________
| _    _    _    ___  __   ______  _ |TM
|| \  / |  / \  |   \ \ \ / /|  _|| ||          ________________
||  \/  | |   | | |\ ||  |  || |  | ||      __-- ______________ ---_
||      | / | \ | |/ / \   / |  | | ||__  _-__---              ---\ \\
|| |  | ||  _  ||   \  |   | | |_ | |__ |-_-  ______               | ||
||_|\/|_|/_/ \_\|_|\_\  \_/  |___||____||- _--      ----_         |  //
 --------------//-/------------------___--_  __________/_  ______/__//____________
              || | \-\     /----| ##/ ____ \/ ___   ____\/ ____    ____    _   _  |C
              // /  \ \  /| |---###/ / __ \  /   \ |  _ \ / __ \  / __ \  | \_/ \ |
             || |    \ \/ \  \_####|| /  \_| //\ \ | | | | /  \_|| /  \ | ||| || ||
             || |     \  / \__ \#_#|| \____ //==\ \| |/_-| \____ | \__/ |// \_/\ \ |
             || |      \/ |____/|_|#\\_____|//  \_\|_|/  \\_____| \____/ ||     |_||
              \\ \     N e w  A g e##---------/---/---__/  ------------------------
              \\ \    ### of #########__-/ __/ ___/
                \\ \ ##H e r o e s#__-/ __/-___/
                 \\ \##########__-/ __/-___/
                   \\ \#####_-/  _/-___/              ______
                     \\ \_-/ __/-  /_____________-----       -_
                     // /   /______________________-----/    _-/
                  // /                                /   _-/
               // /                                 /  _-/
            //  /_________________________________/ _-/
         /_________________________________________/

                      ( title art by Hoang Nguyen )
                      
   [ game title ]       marvel vs. capcom 2 ~new age of heroes~ faq
   [ revision # ]     FINAL revision released on: july eleventh, 2000
   [   system   ]     japanese sega dreamcast and usa arcade versions
   [   author   ]     chris macdonald   [ e-mail: kmegura@yahoo.com ]
   [ updates at ]     latest version at i.am/kao  /  www.gamefaqs.com


 Unpublished work Copyright 2000-2001 Chris MacDonald

 This document is protected by US Copyright Law, and the Berne Copyright
 Convention of 1976.  It is for private and personal use only--it cannot
 be reprinted in part or in whole, or reproduced in any way or in any
 form (written or otherwise).  It is a free document that cannot be used
 in any sort of commercial transaction, including selling it or giving
 it away as a gift.  This FAQ cannot be referenced, altered, or used by
 anybody (including webmasters, publishers, and magazine staff) without
 my express written permission.  This FAQ was created and is owned by
 me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
 exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
 acknowledged and respected that are not specifically mentioned herein.

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
                                
 All Capcom characters and series are (c) Capcom Co., Ltd.  Strider is
 (c) Moto Kikaku.  All Marvel characters are (c) Marvel Characters, Inc.
 With that out of the way, on with the FAQ....


 =================
 TABLE OF CONTENTS
 =================

 1.  INTRODUCTION
      - FAQ Notation
      - Basic Commands
 2.  CHARACTER MOVESLIST
      - Amingo             - Iceman              - Hiyakeshita Sakura
      - Anakaris           - Iron Man            - Sentinel
      - Blackheart         - Jill Valentine      - Shuma-Gorath
      - Bulleta            - Jin Saotome         - Silver Samurai
      - Cable              - Juggernaut          - Sonson
      - Cammy              - Ken Masters         - Spider-Man
      - Captain America    - Kobun               - Spiral
      - Captain Commando   - Magneto             - Storm
      - Chun-Li            - Marrow              - Strider Hiryu
      - Colossus           - Morrigan Aensland   - Thanos
      - Cyclops            - Nash                - Tron Bonne
      - Dan Hibiki         - Omega Red           - Vega
      - Dhalsim            - Psylocke            - Venom
      - Doctor Doom        - Rockman             - War Machine
      - Felicia            - Rogue               - Wolverine (MvC ver.)
      - Gambit             - Roll                - Wolverine (XvSF ver.)
      - Gouki              - Ruby Heart          - Zangief
      - Guile              - Ryu                 - Mecha Zangief
      - Hayato Kanzaki     - Sabretooth          - Fighting Abyss
      - Hulk               - Sakura Kasugano     
 3.  SECRETS AND TRICKS
      - Enable the Hidden Characters, Stages, etc.
      - Dan's Secret Introduction
      - Pick Sakura's Win Poses
      - Beat Up Your Defeated Opponent
 4.  GAMEPLAY NOTES
      - The Life Gauge
      - The Hyper Combo Gauge
      - Blocking and Advancing Guard
      - Movement and Jumping
      - Throws and Tech. Hits
      - Getting Dizzy
      - Escape Rolls and OTG Hits
      - Types of Canceling
      - Chain Combos
      - Jumping Chains and Aerial Raves
      - Command Attacks and Overheads
      - Super Armor and Hyper Armor
      - Charge Move Tricks
      - You and Your Partners
      - Taunting
 5.  MISCELLANEOUS
      - Arcade / Dreamcast Differences
      - Downloading Files from Capcom of Japan's Page
      - Glitches and Bugs
      - Attack Rankings
      - Translations
 6.  AUTHOR'S NOTE
      - Special Thanks
      - Revision History


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi there, and welcome to the final revision of my Marvel vs. Capcom 2
 FAQ.  I would like to stress that this guide is for the Japanese Sega
 Dreamcast version of MvC2, and while I have played the US arcade
 version quite a few times now, there are undoubtedly a number of
 differences between the various versions of MvC2.  As of this writing,
 the US Dreamcast version of MvC2 is already out, and while I encourage
 readers to use this FAQ, be aware that you may encounter some stuff
 that has been changed from the Japanese version to the English one.

 For those of you who own the Japanese DC version and want to be able to
 use all the characters, colors, and stages, you'll need to download a
 save file.  Try either of these:

 * <http://www.gamefaqs.com/mvc2vms.html>.  This file is at GameFAQs, and
   was made by CJayC.  Unlike the file below, it's hacked and has all
   characters, costume colors, and stages enabled, including other stuff
   like same-character teams.

 * <http://www2.capcom.co.jp/mvsc2/download/index.html>.  This file is at
   Capcom of Japan's page, and it's updated every so often with new
   characters and stuff.  You have to use your DC to get the file.  Since
   I can't do this (I need a 33.6k modem), I have no idea how this works.

 Please don't ask me how to get these files and put them in your DC, I
 had a friend help me with the GameFAQs one, so I don't know how it's
 done.

 For those of you wondering what the plot of MvC2 is, I copied down the
 plot from the Japanese instruction manual:

 "Armor of Erosion.  What should not be more than a fairy tale.  What
 should not be awaken forever.  But the end has come.  Wheel of fortune
 resurrected it from limbo of legends.  Hideous wave from the armor has
 mutated fishes, and unholy wind from the sea killed surface lives.

 "When doomful shadow covers hope, warriors join.  In search of the
 Abyss, which is supposed to bring everything back to the Sea of
 Genesis."

 ....as you can see by this bit of story, Capcom's latest installment of
 the Vs. series is even more plotless (and badly-translated) than ever.
 It still makes for an interesting game, though. :)
                

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 This section outlines the basic controls for all characters:

 [ Controller Layout ]  -------------------------------------------------

  ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Block       Neutral         Walk Forward
    / | \
  db  d  df      Crouch / Low Block      Crouch          Offensive Crouch

 Obviously, when facing left, the controls are reversed. :)


 [ Button Layout ]  -----------------------------------------------------

 LP  HP  PA      Light Punch        Hard Punch        Partner Button A

 LK  HK  PB      Light Kick         Hard Kick         Partner Button B

 This is the default arcade set up (which also happens to be mine since
 I'm using the excellent Ascii Pad Fighting Type controller--think a
 Japanese-style Saturn pad without the shoulder buttons.  This controller
 was only released in Japan, but it's much better for fighting games than
 the pack-in controller.  And it's Capcom-approved). ;)

 On the default Dreamcast controller, PA is the left trigger, and PB is
 the right trigger.  The Start button pauses the game, which is why you
 have to use Start + LK (or MK) to taunt (they really should have done it
 the other way around, IMHO).  In the arcade version, you need only
 press Start to taunt.

 Anytime the FAQ specifies that MP or MK is to be used, that means you
 have to use it in a chain combo, since Medium Attacks only come out if
 LP or LK is pressed during the animation of a Light Attack that hits or
 is blocked.  For example, Zangief's Kuuchuu Headbutt is done by pressing
 u + MP when airborne.  Since MP isn't a normally available button, you'd
 have to hit your opponent with a jumping LP or LK, then press u + LP.
 This is read by the game as "up + MP", resulting in Zangief headbutting
 his opponent.

 Similarily, since Zangief's launcher is a crouching MP, you have to hit
 your opponent with a standing or crouching LP or LK first, then crouch
 and press LP, which will be considered by the computer to be a crouching
 Medium Punch and will make him do his launcher attack.
 

 [ FAQ Abbreviations ]  -------------------------------------------------
     
  qcf / qcb  -  Roll (d,df,f) or (d,db,b) on the joystick.
  hcf / hcb  -  Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
  Charge     -  Hold in the first direction for 2 seconds, then press in
                the 2nd direction and press the listed button (P / K).
  Rotate 360 -  Rotate the joystick in a complete circle.  You can start
                and end the circle at any point (i.e. start at uf and end
                at uf, or b to b, etc.)  The shorthand motion for this is
                f,df,d,db,b,ub or the reverse.
  P / K      -  Press any Punch or Kick button.
  PP / KK    -  Press any two Punch or Kick buttons.
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or LP through HP).
  (air)      -  The move can be performed while on the ground, or while
                in the air.  Any move that can be performed in air can
                be done from the ground by adding ub~uf at the end, and
                pressing the button the moment you leave the ground (for
                instance, you could do Ryu's Tatsumaki Senpuu Kyaku as
                qcb,ub + K, or qcb,uf + K).  Note that some air moves can
                be done just off the ground.  For example, you could do
                Guile's Kuuchuu Somersault Kick as d,u [wait a moment],
                then press Kick.  The superjump start is canceled by the
                Somersault Kick animation, and you get an aboveground
                attack).
  pushblock  -  Another name for Advancing Guard (press PP when blocking)
  s./c./j.   -  standing / crouching / jumping (referring to combos)
  sj.        -  super jumping
  a / B / y  -  Alpha / Beta / Gamma (referring to assist types)
  (movename) -  Means I don't know the official name for the move.
  HC / DHC   -  Hyper Combo / Delayed Hyper Combo
  H / h      -  "H" means the move is hypercancelable (cancels into an
                HC) before or once it hits, "h" means the move can only
                be hypercanceled before it hits.
  Taunt      -  Press Start + LK / MK (for the DC), or just Start (if
                you're playing the arcade version).  The Japanese name
                for this is 'Chouhatsu', and it appears that way in the
                button config. menu.

 Note that any time you are supposed to press a button in the FAQ, you
 can usually do it in the reverse (by releasing a button).  For example,
 you could hold PP, rotate 360, and release to get Zangief's Final Atomic
 Buster.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Standing Block         Hold b when attacked
 Crouching Block        Hold db when attacked
 Mid-Air Block          Hold b / db when attacked while in air
 Advancing Guard        While blocking, press PP  (air)  (can repeat)

 Dash                   Tap f,f / press PP
 Backstep               Tap b,b / press b + PP
 Slide / Stop Movement  Press d during a dash or backstep
 Dash Jump              Press uf while dashing
 Super Jump             Tap d,ub~uf  (you can no longer superjump via KK)
 Universal Launcher     df + HP / HK (depending), then ub~uf to superjump
 Escape Roll            b,db,d + P / K when knocked down
 Chouhatsu (Taunt)      Press Start + LK / MK  (arcade ver.: just Start)

 Throws / Holds         When close, b / f + HP / HK  (depends on person)
 Mid-Air Throws         When close, any dir. but d / u + HP / HK in air
 Tech. Hit (Escape)     Any dir. but d / u + HP / HK when grabbed  (air)
 Tech. Roll             Attempt a Tech. Hit after a throw connects
 Hold Recovery          Shake joystick and tap buttons when in a hold

 Variable Attack        Press LP + LK / HP + HK to switch in PA or PB
 Variable Assist        Press PA or PB
 Variable Counter       b,db,d + PA / PB while blocking  (Level 1+)
 Variable Combination   Press PA + PB                    (Level 1+)
 Snapback               qcf + PA / PB                    (Level 1+)
 Delayed Hyper Combo    Do an HC during your own HC x2   (Level 2+)

 Partner Order Change   Hold PA or PB before a battle (at the VS. screen)
                        to make your 1st or 2nd partner switch places
                        with the lead character.

 For more in-depth information on these commands, see Section 4 (Gameplay
 Notes).


 ========================================================================
 2.  CHARACTER MOVESLIST
 ========================================================================

 As the Arcade and Dreamcast versions of MvC2 have different default and
 hidden characters, I've decided to simply list them all here.  It's also
 a lot easier to find the character you're looking for this way.  The
 list is alphabetical, except for 'variant' characters, which are alway
 listed alongside their normal counterpart (like Sakura and Hiyakeshita
 Sakura).

 Moves are listed in this order: special moves, command attacks, then
 Hyper Combos.  Afterwards is a chart that shows which move is performed
 during a Partner Assist, Variable Counter, or Variable Combination,
 depending on the Assist Type you selected (a=Alpha, B=Beta, y=Gamma).
 I tested the V. Counter information by hitting characters from across
 the screen with Cable's standing HP, so I can't comment on the number
 of hits for some of the V. Counters.  For example, I know that Bulleta's
 Cheer & Fire and Hayato's Guren only hit once as a V. Counter, even
 though they look like they'd hit more times.

 After that is a list that contains the following information:

 Chain Combo Type:  The type of chains you can use when on the ground,
                    in the air, or during a super jump.
 A.Rave Launchers:  Which moves will launch an opponent into the air,
                    enabling you to follow after them with a super jump.
 A.Rave Finishers:  Which moves cause a Flying Screen effect when done
                    at the end of an aerial rave (super jumping chain).
 Flying S. Ground:  Which moves cause a Flying Screen effect when used.
 Ground Throws:     What throws that character has when on the ground.
 Mid-Air Throws:    What throws that character has when in the air.
 Flying Attack:     What normal attacks will lift an opponent off the
                    ground, without launching them and leaving them on
                    their feet when they land.
 Knockdown Attack:  What attacks will knock an opponent to the floor.
 Variable Attack:   What animation is used when you press LP + LK or
                    HP + HK to switch in another character.
 Snapback Attack:   What animation is used for that person's Snapback.

 Remember, the chain combos work differently, and I have chosen to
 express them with numbers.  Here's what the numbers mean:

  2 = Can go from LP / LK -> MP, MK, HP, or HK.        (2 hits max.)
  3 = Can go from LP / LK -> MP / MK -> HP / HK.       (3 hits max.)
  5 = Can go from LP -> LK -> MP -> MK -> HP _or_ HK.  (5 hits max.)
  6 = Can go from LP -> LK -> MP -> MK -> HP -> HK.    (6 hits max.)

 The Punch to Kick and Kick to Punch chains have been nixed, as have the
 None chains (so everybody has a ground and air chain combo of some sort
 now).

 Don't mind the silly-sounding titles for each character--I got those
 from Capcom of Japan's page.  The fact that my Japanese is pretty half-
 assed probably makes them sound goofier than they really are, so if
 anyone has any corrections, feel free to drop me a line.  Also, I've
 translated some of the Japanese movenames to make it easier to read,
 but you can still find the original Japanese names in the 'Translations'
 section.


 ------------------------------------------------------------------------
 AMINGO, Miraculous Plant-Man
 ------------------------------------------------------------------------

 "Amingo is a 'Hito-shokubutsu' (plant person), a race that lives where
 the weather is gentle.  An accursed wind is killing off any vegetation
 it sweeps across, and Amingo has set off on a journey to search for the
 wind's source."
         
 Kaze no Sakebi              H  qcf + P  (air)
 Midori no Kanki             H  qcb + P
 Daichi no Kodomo (Tsukami)  h  qcb + K
 Daichi no Kodomo (Punch)    h  qcf + LK
 Daichi no Kodomo (Kick)     h  qcf + HK

 Taiyou no Megumi               qcf + KK
 Shokubutsu no Okite            qcb + PP

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  Life Up Fruit          HP Midori no Kanki      Taiyou no Megumi
 B:  Defence Up Fruit       HP Kaze no Sakebi       Taiyou no Megumi
 y:  HP Kaze no Sakebi      HP Midori no Kanki      Taiyou no Megumi

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching MP / MK]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, Kaze no Sakebi
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Daichi no Kodomo moves are used, Amingo plants a little
   cactus child, which starts hopping towards his opponent, and then
   punches, kicks, or grabs onto them (Tsukami), accordingly.  The
   children can only hop so far before getting dizzy and falling to the
   ground.  Amingo can plant two cactus kids at any given time.  They
   can be destroyed with special attacks, or with normal punches and
   kicks.  Note that the Tsukami version is unblockable, and it does
   the most damage.
 - The Shokubutsu no Okite is blockable, and you can even jump over it,
   so connecting it is pretty difficult outside of a combo (it combos
   quite readily from Amingo's standing MP or MK, or from the first or
   second hit of his standing HP, or the first hit of his crouching HP).
   Anyway, if Amingo's opponent is hit by the flower that's moving along
   the ground, they are sucked into Amingo's body for damage.  What's
   more, the flower cannot be destroyed.
 - Amingo's Alpha Partner Assist makes him give you a fruit which will
   restore a small amount of red (recoverable) life.  The Beta Assist
   works the same way, but the fruit decreases the amount of damage you
   take from attacks by about 50%.  Only you can pick up these fruits,
   not your opponent.


 ------------------------------------------------------------------------
 ANAKARIS, Absolute God of Gold
 ------------------------------------------------------------------------

 Miira Drop                     qcf + P  (air)
 Cobra Blow                  H  b,f + P  (air)
 Hitsugi no Mai              H  d,d + P / K  (air)
 Ouke no Sabaki              h  In air, qcf + K
 Seija no Ayumi                 b + LK
 Tenchuu                        b / f + HK
 Idainaru Bohi                  In air, f + K
 Seinaru Bohi                   In air, d + K
 Ooinaru Bohi                   In air, df + K
 Kuuchuu Dash                   In air, tap f,f / press PP

 Pharaoh Magic                  HK,LP,d,LK,HP  (air)
 Pharaoh Illusion               LP,LP,f,LK,HP
 Pharaoh Cobra Blow             b,f + PP  (air)
 Hitsugi no Utage               d,d + PP  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Cobra Blow          HP Cobra Blow           Pharaoh Cobra Blow
 B:  HP Miira Drop          HP Miira Drop           Pharaoh Illusion
 y:  HP Hitsugi no Mai      HP Hitsugi no Mai       Hitsugi no Utage

 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     None.
 Mid-Air Throws:    None.
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Ooinaru Bohi
 Snapback Attack:   Standing HP

 - Although Anakaris has no throws, he can still Tech. Hit and Tech.
   Roll.  He can also use Advancing Guard just like anybody else,
   unlike his Vampire Savior incarnation.
 - The Miira Drop is an unblockable attack, but the mid-air version
   will miss a grounded opponent, and in the same vein, you can't grab
   an airborne opponent with the ground Miira Drop.  This move isn't
   comboable unless you're in the air.  Although it comes out fast
   enough to be used at the end of combos, any character can avoid it
   by crouching, even when coming out of hitstun from previous attacks.
   On the other hand, the Miira Drop will grab any standing opponent
   (even Kobun).  Although Anakaris' hands can be hit while he's waggling
   them around in air, he becomes invincible once this move connects, so
   if someone tosses a projectile your way, you can use an HP Miira Drop
   to reach past the fireball, grab them, and damage then while the
   fireball goes through you.  You can OTG off the Miira Drop with a
   dashing c. HK, or in the corner of the screen, you can juggle with all
   kinds of stuff, such as a standing LK,MK,HK, LP Cobra Blow combo.
   Note that the Miira Drop won't hit someone transformed via the Ouke no
   Sabaki.  Also, you can't spin the joystick for more damage, like you
   could in Vampire Savior.
 - In spite of all this, you'll want to use the Miira Drop as much as
   possible.  It's Anakaris' major 'annoyance' moves, and it gives him
   the most Hyper Combo gauge power out of any character in the _whole
   game_.  I can't think of anyone who can earn levels faster than
   Anakaris.  If there's a drawback, your opponent earns less (but still
   a large amount) of HC power from being thrown around by Anakaris.
 - The Cobra Blow comes out fast, but it can only hit once the 'snake
   head' closes it's mouth, leaving Anakaris and his arms vulnerable to
   attack before and after the snake bites.  For this reason, it's best
   used in combos.  Note that the HP version only combos from a standing
   HP or HK attack.
 - The button used for the Hitsugi no Mai determines where Anakaris
   directs his falling coffin.  LP is closet to you, then HP, then LK,
   and finally HK (which is furthest away).  On the ground, Anakaris
   can't move until the sarcophagus hits something and starts going back
   up, but when superjumping, you can throw coffins as soon as you
   recover.  This lets you throw coffins repeatedly to stay in mid-air
   (so as to avoid, say, a beam super), or just to pester someone with
   a continuous barrage of coffins.  A coffin can negate a single
   projectile, but not a beam attack.
 - The Ouke no Sabaki is blockable, but if it hits an opponent, they
   are transformed into a little monster for a limited period of time.
   While transformed, they can only move back or forward, crouch, and
   jump.  Pressing any button makes them worship Anakaris but this
   action can't hit and causes no damage ;)  Most importantly a
   transformed opponent cannot block, allowing you to pile on damage
   with a free Hyper Combo or Variable Combo.  Once you hit your foe,
   they will turn back--this also happens if you hit them with another
   Ouke no Sabaki.  Although the potential for abuse is high, this move
   isn't comboable, and cannot hit someone close to Anakaris as the
   spirits he spits must 'grow' to full size before they can hit people.
 - The Seija no Ayumi is an overhead attack, as are Anakaris' "Bohi"
   moves.  You can chain into and out of the Seija no Ayumi, and while
   you can't chain out of a Bohi move, you can interrupt it with a
   special move or Hyper Combo.
 - Anakaris' Kuuchuu Dash (along with Blackheart's) can cancel normal
   attacks if you perform it with PP after hitting with a normal attack
   (such as a jumping HP).  Once you cancel into it, you can only use
   special moves or Hyper Combos while dashing.
 - The Pharaoh Magic is blockable, and the projectile thrown by Anakaris
   can be destroyed normally (by other fireballs, Zangief's Banishing
   Flat, etc.)  It can be comboed into, but only from a close hyper
   canceled Hitsugi no Mai (which is suicidal), or by hitting someone
   with a HP Cobra Blow in the corner of the screen, then hypercanceling
   into the Pharaoh Magic.  This is equally risky (as you can't combo
   into the HP Cobra Blow, or the Pharaoh Magic won't connect), but you
   can always Miira Drop your opponent into a corner, then juggle them
   with the HP Cobra Blow, and the Pharaoh Magic will still combo.  If
   you do get this move to connect, you can always OTG your prone enemy,
   assuming they don't roll away.
 - During the Pharaoh Illusion, Anakaris turns into a giant version of
   himself, although only his upper body and hands appear.  He remains
   this way for a very short period of time, or until any part of his
   body is hit (which is ridiculously easy for his opponent to do unless
   you combo into the startup animation, see below).  You can attack
   with Anakaris' hands and control his body by doing the following:
   
      Left hand moves right (upper)           Press LP
      Left hand moves right (lower)           Press f + LK
      Left hand moves up (upper)              Press u + LP
      Left hand moves up (lower)              Press LK
      Left hand moves down                    Press d + LP
      Left hand moves diagonally downward     Press df + LP
      Left hand moves diagonally upward       Press uf + LK
      Body moves left or right                Hold b / f

 - The same attacks can be done with HP and HK to control the right hand.
   Even if you're on the other other side of the screen when you do this
   move, HP and HK still control the right hand.  Obviously you'd switch
   the controls, though (so technically, it would be f + LK to make the
   left hand move in from the lower part of the screen, and b + HK to
   make the right hand do the same thing).  Note that when moving the
   body, releasing the direction makes Anakaris drift back to the center
   of the screen.  Finally, all hand attacks do 10 points of damage (of
   course the damage will be reduced with multiple hits).
 - The startup animation of the Pharaoh Illusion can hit someone, and
   this is the easiest way to set up this move as you can juggle them
   with LP and HP hand slaps afterwards for tons of damage.  You can
   combo into the startup animation with a dashing LP,MP (allowing you
   to input f,LK,HK to do the Illusion), but this only works against
   certain characters.  Another method is to launch an opponent with
   a crouching HP, then quickly enter the command to juggle them with
   the startup animation as they fly into the air.
 - During the Pharaoh Cobra Blow, you can press the buttons to make
   Anakaris fire snakes from the top of his coffin (LP) all the way
   down to the bottom of the coffin (HP).  To use this move effectively,
   you need to learn the ranges at which to use this move.  The best
   time to use it is when Anakaris has his back to the corner of the
   screen, and his opponent is right next to him.  This is because the
   snakes hit more times the further out they are allowed to travel
   (and they stop travelling once they hit the edge of the screen).
   If you fire all four snakes at the same time, or alternate between
   two sets of snakes (such as LP+LK and HP+HK), you can rack up an
   insane amount of damage, as long as you time the snake firings (it's
   not that hard).  This even works in the air, although you should
   fire one snake to 'snag' your opponent, then start firing the rest.
   One of the great things about getting the snakes to extend fully is
   that a 'vacuum' effect is created which sucks your opponent towards
   you for even more hits and damage.
 - The other ideal time to use the Pharaoh Cobra Blow is when your
   opponent is in the corner, and you are right next to them.  Since
   the snakes have nowhere to go, they rush out and retreat very
   quickly.  Although this means less damage, you can also fire them
   faster.  For this method, no timing is involved, just mash the
   buttons like crazy.  This gets you lots of damage, but not as much
   as the above method.  Obviously, you can use the PCB at other times,
   but if there is too much space between your opponent, you can't even
   get all the snake heads to combo (or else, they won't combo for very
   much damage), and if you're near but not right next to the corner of
   the screen, the snakes can't extend out very far or retreat very
   fast, also resulting in low damage.
 - The Hitsugi no Utage is generally a very useless combo, as it's easily
   blockable, and can't hit someone in the far corner of the screen.  On
   the other hand, with proper positioning, you can get all of the
   coffins to combo together for 99 points of damage.  This requires your
   opponent to be in the corner, and you have to be a certain distance
   away.  Another option is to do this combo:

     c. HP, s-jump straight up LP,LK,MP, LP Cobra Blow, Hitsugi no Utage

   Against some, but not all characters, the Utage coffins will combo for
   insane damage.  Against other characters, only some of the coffins
   will combo, and against others, none of them will hit.  For more
   detailed info., you may want to read my Anakaris FAQ, available at
   the two fine sites listed at the top of the FAQ (game faqs and my own
   site).


 ------------------------------------------------------------------------
 BLACKHEART, Prince of Hell
 ------------------------------------------------------------------------

 Dark Thunder                H  hcf + P
 Inferno                     H  hcb + P
 Kuuchuu Dash                   In air, tap f,f / press PP
 Kuuchuu Backstep               In air, tap b,b / press b + PP
 (extended dash / backstep)     Tap f,f, hold f / tap b,b, hold b

 Armageddon                     qcf + PP
 Judgment Day                   qcb + PP  (air)
 Heart of Darkness              qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LP Dark Thunder        LP Dark Thunder         Judgment Day
 B:  HP Inferno             HP Inferno              Heart of Darkness
 y:  Standing MP            Standing MP             Armageddon

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  MK
 Flying S. Ground:  Heart of Darkness
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP / Crouching MP / HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Crouching MP

 - The LP Dark Thunder will hit twice (for more damage), if you're
   further away from your opponent.  The HP version can hit twice as
   well, but I don't know what determines this.
 - Blackheart's HP and HK attacks will nullify projectiles.  The HP
   demons will siphon life from an opponent after they hit for a few
   moments, while the HK demons leave a challenger immobile.  The more
   demons that hit, the longer either effect is in place.  You can
   escape from the HK demons by shaking the controller and mashing the
   buttons, as if you were stuck in a hold.
 - Blackheart cannot be hit while dashing or backstepping while on the
   ground.  You can make him move further backward or forward by
   holding b or f during a backstep or dash.
 - I once got a good deal of damage off of the Heart of Darkness (I think
   it was close to 70 points)--anyone know a sure-fire way to do this?


 ------------------------------------------------------------------------
 BULLETA, Loveling Hunter                    (B.B. HOOD outside of Japan)
 ------------------------------------------------------------------------

 Smile & Missile (Joudan)    H  Charge b,f + P
 Smile & Missile (Gedan)     H  Charge b,f + K
 Happy & Missile                Charge d,u + P
 Cheer & Fire (Jou Houkou)   H  f,d,df + P
 Cheer & Fire (Yoko Houkou)  H  f,d,df + K  (air)
 Shyness & Strike            H  qcb + P
 Tell Me Why                    d,d + KK
 Malice & Mine                  db + HK
 Surprise & Hop                 f + HK
 Tricky Basket                  b / f + HP
 Stumble & Blade                Press b / f + HP during a dash / backstep
 2 Dan Jump                     Press ub~uf (x2)
 
 Cool Hunting                   qcf + PP
 Beautiful Memory               hcf + KK
 Hyper Apple For You            hcb + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Smile & Missile     HP Smile & Missile      Cool Hunting
 B:  HP Cheer & Fire        HP Cheer & Fire         Cool Hunting
 y:  HP Shyness & Strike    HP Shyness & Strike     Cool Hunting

 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK, Malice & Mine
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK (no mine)
 Snapback Attack:   Stumble & Blade
                  
 - It really says 'Loveling' (raburin) for Bulleta's title.  It's not
   a typo ;)
 - You can use the Tell Me Why to move under attacks, and to move behind
   an opponent.
 - The Hyper Apple For You changes (and does much more damage) when done
   up close.
 - As a Variable Counter, Bulleta's Cheer & Fire only hits once.
 - All of Bulleta's command attacks are cancelable, save for the Stumble
   & Blade.


 ------------------------------------------------------------------------
 CABLE, Mercenary Soldier from the Future World
 ------------------------------------------------------------------------

 "Cable came from our world's future and is the son of Cyclops.  He is
 a mercenary with remarkable abilities, such as his Hyper Weapon which
 he wields at will!"

 Viper Beam                  H  qcf + P, tap P to change beam  (air)
 Crackdown                   H  qcf + K
 Psi-Charge                     hcb + P  (only hits when close)
 Electrap                    H  qcb + K, hold K to delay  (air)
 Scimitar                    H  f,d,df + P
 (turning kick)                 f + HK
 (gun fire)                     Tap HP rapidly
  
 Hyper Viper                    qcf + PP, tap P to change beam  (air)
 Time Flip                      qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LP Viper Beam          LP Viper Beam           Hyper Viper
 B:  HP Scimitar            HP Scimitar             Hyper Viper
 y:  LK Electrap            LK Crackdown            Hyper Viper

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     Crouching HP (either hit)
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HK

 - During the Viper Beam or Hyper Viper, you can tap P to make the beam
   jerk up and down to cover more of the screen.  Alternatively, while
   tapping P, you can hold up or down to make the beam arc upwards or
   downwards (and you can switch between the two if you like).  However,
   directing the beam (or just letting it go all over the place) can
   influence the damage, usually resulting in lower damage for the Viper
   Beam and lower (or higher) damage for the Hyper Viper.
 - The Crackdown does less damage from afar, as only the 'wave' part
   will hit for minor damage.
 - After a successful Psi-Charge, Cable will stand still and his arm
   will light up.  He'll remain this way until you move or press any
   button.  This move gives you a _lot_ of HC energy when it connects,
   but it also awards your opponent a lot of HC energy as well.  Plus,
   it can be blocked.
 - An opponent hit by the Electrap is momentarily unable to move.  If
   you hold K, the move is delayed for a period of time, or until you
   release K.  This move won't stun someone if the actual projectile
   misses and only the field hits.
 - When you press HP to fire your gun, the part where Cable draws his
   gun can actually hit, resulting in a 5-hit combo (gun draw plus four
   shots fired).  Cable will remain with his back turned if you fire
   less than four shots.
 - If you're close enough to Cable and are crouching, his Hyper Viper
   will miss.  Imagine how fun it was to have my opponent do a triple-
   Cable Variable Combination, and none of them hit ;)
 - You can attack your opponent during the Time Flip.  The range on this
   move can be deceiving though, since at it's maximum range, the other
   Cable won't attack even if he touches his opponent.  You have to be
   a bit closer than you'd think for it to connect.  During this HC,
   Cable cannot use the Hyper Viper or any partner-related move.
 - All of Cable's command attacks are cancelable.


 ------------------------------------------------------------------------
 CAMMY, Entranced Fighting Doll
 ------------------------------------------------------------------------

 Axle Spin Knuckle           H  qcf + P
 Cannon Drill                H  qcf + K  (air)
 Cannon Spike                H  f,d,df + K
 Cannon Strike               H  In air, qcb + K
 Cannon Revenge              H  hcb + P
 Hooligan Combination           qcb + K...  (press P to cancel)
 Combination Cannon Strike   H  ...press K when in the air
 Cross Scissor Pressure         ...press P when near an airborne foe
 Fatal Leg Twister              ...press P when near a crouching foe
 Razor Edge Slicer           H  ...do nothing and allow yourself to land
 2 Dan Jump                     Press ub~uf (x2)
 Steel Slicer                   b + HK
 
 Spin Drive Smasher             qcf + KK
 Reverse Shaft Breaker          qcb + KK
 Killer Bee Assault             qcb + PP  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HK Cannon Spike        LP Cannon Spike         Spin Drive Smasher
 B:  HK Cannon Drill        HP Cannon Drill         Spin Drive Smasher
 y:  HP Axle Spin Knuckle   HP Axle Spin Knuckle    Killer Bee Assault

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing HK]  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, Cannon Strike
 Flying S. Ground:  Reverse Shaft Breaker
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Swing Knuckle (close standing HP from XvSF)

 - Cammy can only hypercancel off of the Cannon Strike if it's done
   during a superjump.
 - The Cannon Revenge is a counter move.  If Cammy is struck while
   flashing, she takes no damage and responds with a Cannon Spike-ish
   attack (if LP is used), or her crouching HP (if HP is used).  While
   the crouching HP knocks your opponent into the air (and they don't
   recover until they hit the ground), you can't super jump after them
   like you can during a normal crouching HP launcher.
 - When you perform the Hooligan Combination, you can cancel the move
   by pressing P when in air (you can't do anything else until you land,
   though), or do nothing and allow Cammy to land, where she will do a
   slide kick that must be blocked crouching.  Pressing K while in air
   makes her perform a Cannon Strike; unlike the normal version, both
   strengths do the same amount of damage (14 points on your average
   character), and they don't knock an opponent down.  What's worse, due
   to the recovery lag, you can't combo off of a Combination Cannon
   Strike, either.
 - The two throw follow-ups to the Hooligan Combination are unblockable.
   Which one you get depends on whether or not your opponent is in the
   air or is crouching.  If you grab them by their head or while they're
   in air, you get the Fatal Leg Twister.  If you grab them below their
   midsection or while they're crouching, you get the Cross Scissors
   Pressure.
 - Cammy's Steel Slicer is cancelable.
 - The Killer Bee Assault will home in on an opponent.  Cammy is
   invincible to beam supers and some other attacks during this move;
   but on the other hand, so is her opponent while being knocked
   around, meaning that if you do this in a Variable Combination, your
   other partners attacks may not hit during Cammy's Killer Bee Assault.


 ------------------------------------------------------------------------
 CAPTAIN AMERICA, Fighting American Spirit
 ------------------------------------------------------------------------
                                            
 Shield Slash                H  qcf + P  (air)
 Charging Star               H  qcf + K
 Stars & Stripes             H  f,d,df + P
 Zenten                         hcb + P
 2 Dan Jump                     Press ub~uf (x2)
 (heel kick)                    In air, d + HK
 (aerial kick)                  In air, u + HK
 (double kick)                  Press MK,MK

 Final Justice                  qcf + PP
 Hyper Charging Star            qcf + KK
 Hyper Stars & Stripes          f,d,df + PP

     partner assist         variable counter       variable combination
     -------------------------------------------------------------------
 a:  LP Shield Slash        LP Shield Slash        Hyper Charging Star
 B:  HP Stars & Stripes     HP Stars & Stripes     Hyper Stars & Stripes
 y:  HK Charging Star       HK Charging Star       Hyper Charging Star

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Heel Kick, Aerial Kick
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP  (only with shield equipped)
 Knockdown Attack:  Crouching HK
 Variable Attack:   Heel Kick
 Snapback Attack:   Standing HK
                                             
 - The LP Shield Slash does more damage the further away you are from
   your opponent (in air, this applies to either strength).  Conversely,
   the Charging Star does more damage the closer you are.
 - If the Shield Slash is blocked or if it misses, then the Captain's
   shield will not return to him.  Without the shield, he cannot use
   the Shield Slash, and all his Punch attacks do less damage (except
   for the standing and jumping LP, which don't use the shield).  Also,
   Stars & Stripes inflicts less damage (although all other moves,
   including the Hyper Stars & Stripes, still do roughly the same amount
   of damage).  He can reclaim his shield simply by walking over it.  If
   the screen is scrolled away from the shield, it will fly out of the
   air after a while and land in the Captain's hand.
 - The Zenten can be used to move behind an opponent, and to go through
   projectiles and other attacks (even Hyper Combos)!  You can be thrown
   during this move, though.
 - The Charging Star can negate normal projectiles, but only if the
   Captain has his shield.  Furthermore, upon passing through a
   projectile, the range and speed of the Charging Star is reduced.
 - Similarily, the Captain can pass through projectiles with the
   Hyper Charging Star, but with no loss in speed or range.  He can
   go through HC projectiles, but the speed and range are drastically
   reduced.  For instance, against the Beat Plane, he is slowed down
   by the multiple hits, and will not get close enough to hit Rockman
   unless he was relatively close by when the Beat Plane started, in
   which case he'll be able to push through eventually).
 - Note, though, that without his shield, the Hyper Charging Star
   cannot go through anything at all (even normal projectiles).  It
   still has it's start-up invincibility, though.


 ------------------------------------------------------------------------
 CAPTAIN COMMANDO, Capcom World's Greatest Hero
 ------------------------------------------------------------------------
 
 Captain Fire                H  qcf + P  (air)
 Captain Corridor            H  qcb + P
 Captain Kick                   qcb + K
 Captain Strike (Sho)           qcf + LK
 Captain Strike (Genity)        qcf + HK
 Captain Strike (Hoover)        qcf + LK + HP

 Captain Sword                  qcf + PP
 Captain Storm                  qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Captain Fire        HP Captain Fire         Captain Sword
 B:  HP Captain Corridor    HP Captain Corridor     Captain Sword
 y:  HK Captain Kick        HK Captain Kick         Captain Sword

 Chain Combo Type:  [Ground 6]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [Crouching MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When using the Commando Strike, LK calls Shou, a ninja who does a
   jumping downward sword slash.  HK calls out Genity, a mummy armed
   with knives who flies across the screen (low enough to hit jumpers
   but not to hit standing opponents).  Using LK+HP summons Hoover, a
   baby who fires a missile at his enemy.  While any of your allies are
   on screen, you cannot use your Hyper Combos, although you can combo
   off your allies' attacks.  Note that Hoover's missile can be stopped
   by hitting it with a projectile.
 - Believe it or note, the Captain Sword always does the same amount of
   damage (40 points) when used against a grounded opponent, no matter
   how many hits you get.  You have to hit an airborne opponent in order
   to get more damage than that.  Howver, if you're not careful, hitting
   someone in air will only do minor damage (12 points on average).
 - After Captain Commando's crouching HK, you can hit your falling
   opponent with a crouching LK,MK, or make up a combo of your own.
 - Captain Commando's HP throw have four random results; either Sho,
   Genity, or Hoover will attack, or the Captain will electrify his foe
   and kick them away, just like his MK and HK throws.  The interesting
   thing about this is, since your allies are on screen, you cannot use
   a Hyper Combo just after any of the "ally" throws.  Furthermore, if
   one of your allies is already on screen when you do a throw attempt
   (for example, you call Genity, then attempt a MP or HP throw), you'll
   always get the electrifying type.
 - Like all holds, you can tap the buttons and wiggle the joystick
   during the electrying hold move to do more damage.
   

 ------------------------------------------------------------------------
 CHUN-LI, Beautiful Police Detective
 ------------------------------------------------------------------------

 Kikou Ken                   H  hcf + P
 Sen'en Shuu                 H  hcb + K
 Tenshou Kyaku               H  f,d,df + K
 Hyakuretsu Kyaku            H  Tap K rapidly  (air)
 Kaku Kyaku Raku                db + HK
 Reishiki Kikou Ken             f + HP
 Yousou Kyaku                   In air, d + HK  (can repeat)
 Kaku Yoku Da                   In air, f + HK
 Kuuchuu Dash                   In air, tap f,f / press PP
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 3 Dan Jump                     Press ub~uf (x3)

 Kikou Shou                     qcf + PP, tap buttons rapidly
 Senretsu Kyaku                 qcf + KK, tap K rapidly
 Hazan Tenshou Kyaku            f,d,df + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Kikou Ken           HP Kikou Ken            Kikou Shou
 B:  HK Tenshou Kyaku       HK Tenshou Kyaku        Hazan Tenshou Kyaku
 y:  HK Sen'en Shuu         HK Sen'en Shuu          Senretsu Kyaku

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Senretsu Kyaku
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Taunt, Reishiki Kikou Ken (2nd hit)
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Reishiki Kikou Ken

 - Chun-Li's taunt can hit an opponent for 1 point of damage (although
   it can't kill someone, no matter how low their life is). 
 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks and must be
   blocked high.
 - The Reishiki Kikou Ken can negate normal projectiles.  It also fits
   nicely into a chain combo, although it can't be cancelled.
 - During the Kikou Shou, Chun-Li is completely invincible.
 - Chun-Li seems to have lost her Shichisei Senkuu Kyaku (the mid-air
   super from MvC).  Why, I dunno.


 ------------------------------------------------------------------------
 COLOSSUS, Iron-Skinned Man
 ------------------------------------------------------------------------

 Giant Swing                 h  qcf + P, rotate 360 repeatedly  (air)
 Power Tackle (Forward)      H  qcf + LK  (air)
 Power Tackle (Diagonal)     H  qcf + HK  (air)
 (side body press)              In air, f + HP

 Super Dive                     qcf + PP, d + P / K to dive early  (air)
 Super Armor                    qcb + PP

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LK Power Tackle        LK Power Tackle         Super Dive
 B:  HK Power Tackle        HK Power Tackle         Super Dive
 y:  Standing HK            Standing HK             Super Dive

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Side Body Press
 Flying S. Ground:  Giant Swing
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HP

 - Although the Giant Swing is blockable, if it hits, you can spin the
   joystick repeatedly to make the move do more damage.  This move can
   be comboed from a crouching HP, but you have to be really close to
   do it (considering the lag, this is not too easy to pull off without
   your opponent smacking you).  An easier method is to use a helper to
   attack your opponent from one side while you leap over them, then do
   the crouching HP.
 - Either type of Power Tackle can negate projectiles, but in that case
   you don't continue forward and the move ends, unlike Captain America's
   Charging Star.
 - The Diagonal Power Tackle goes upward when done on the ground, and
   downwards when done in the air.
 - The Power Dive can hit both on the way up (for 10 points vs. an
   average character), and on the way down, even against an opponent
   lying on the floor (for 40 points).  It's hard to arrange both hits
   since your opponent has to be right above you, but at least in air
   combos, all you have to do is hold f or uf while super jumping and
   you'll be close enough to get the hits even after a long chain of
   punches and kicks.  If the first hit connects, an opponent can't
   escape roll out of Colossus' path, but unless you dive early (see
   below), then your opponent will have enough time to stand up and
   block or take other counter measures.
 - The Power Dive can be controlled somewhat.  When done on the ground,
   you can press d + P / K after Colossus has risen up to a certain point
   to make him dive.  In the air (since he's already well above ground),
   you can press d + P / K anytime after doing this HC (even right after),
   to make Colossus Dive.  Probably the best application of this is if
   you hit someone on the way up with this move, since you can then dive
   immediately for another hit, instead of waiting for him to fly up
   further (which leaves your opponent plenty of time to block or move
   out of the way).  This really improves Colossus' combo ability--for
   example, here's an example corner combo done vs. Cable:

    Standing HK, sj. uf + LP,LK, LK Power Tackle, Power Dive, d + P / K

   This combo does 96 points of damage!  Pretty nuts considering how
   simple it is.  All you have to do is make sure that you don't hit
   d + P / K too early (or the first hit of the Power Dive will miss),
   or too late (or else your opponent will recover before you hit them).
 - Once you've performed the Super Armor HC, Colossus gains Hyper Armor
   (yes, _Hyper Armor_, in spite of the name of this move) for a limited
   period of time (see the Gameplay Notes section for more details on
   how this works).  If there's a drawback to having Hyper Armor for
   a set amount of time, it's when you're wading through an attack and
   the armor suddenly wears off.  On the other hand, the damage from
   beam attacks goes back to normal (It took a Shinkuu Hadou Ken doing
   40% damage to Colossus to make me realize he had Hyper Armor) ;)
 - Colossus' standing HP, HK, and crouching HP can go through Super
   Armor (his opponent will go into hit stun).


 ------------------------------------------------------------------------
 CYCLOPS, X-Men's Command Leader
 ------------------------------------------------------------------------

 Optic Blast                 H  qcf + P  (air)
 Optic Hold                     hcb + HP when close  (ub~db / uf~df aims)
 Optic Sweep                 H  f,df,d + P
 Rising Uppercut             H  f,d,df + P, tap P rapidly
 Cyclone Kick                H  qcb + K
 Rapid Punch                 H  Charge b,f + P, then tap P / K rapidly
 Running Neckbreaker Drop       Charge b,f + K
 2 Dan Jump                     Press ub~uf (x2)
 (leg flip throw)               db + HK when close
 (optic bullet)                 Press HP while standing or crouching
 (double kick)                  Press HK,HK
 (alternate attacks)            In air, d + LK / MP / MK / HP / HK

 Mega Optic Blast               qcf + PP, tap buttons rapidly  (air)
 Super Optic Blast              qcf + KK, tap buttons rapidly  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LP Optic Blast         LP Optic Blast          Mega Optic Blast
 B:  HP Rising Uppercut     HP Rising Uppercut      Mega Optic Blast
 y:  HK Cyclone Kick        HK Cyclone Kick         Mega Optic Blast

 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, any alternate attack but d + LK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching MK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping d + HK
 Snapback Attack:   Standing HK

 - The LP Optic Blast hits twice from up close.
 - The Optic Sweep can hit twice, but only against a floored opponent.
 - The Optic Bullet is just a normal move, so you can fire it and cancel
   into any other attack while it's hitting.  It's a useful setup for any
   of his long-range attacks.
 - You can direct Cyclops' Optic Hold; just hold in any direction
   immediately after it starts.  The directions are reversed, too, so
   holding up-back _or_ down-back makes him fire them up-back.
 - The second hit of the Cyclone Kick must be blocked crouching.
 - The Running Neckbreaker Drop is unblockable.
 - When used, the Super Optic Blast "locks on" to your enemy.  You can
   direct it in any of 8 directions by using the joystick, though.  If
   the blast hits the floor, walls, or corners, it rebounds in the
   opposite direction.


 ------------------------------------------------------------------------
 DAN "THE MAN" HIBIKI, Teacher of Saikyo-ryuu
 ------------------------------------------------------------------------

 Gadou Ken                   H  qcf + P
 Kouryuu Ken                 H  f,d,df + P
 Dankuu Kyaku                   qcb + K  (air)
 Premium Sign                H  qcf + K
 Zenten Chouhatsu               qcf + Taunt
 Kouten Chouhatsu               qcb + Taunt
 Jump Chouhatsu                 In air, press Taunt

 Shinkuu Gadou Ken              qcf + PP
 Hisshou Burai Ken              qcb + KK
 Kouryuu Rekka                  qcf + KK
 Chouhatsu Densetsu             qcf,qcf + Taunt
 Otoko Michi                    HP,LK,b,LP,LP  (Level 3)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Gadou Ken           HP Gadou Ken            Shinkuu Gadou Ken
 B:  HP Kouryuu Ken         HP Kouryuu Ken          Kouryuu Rekka
 y:  HK Premium Sign        HK Dankuu Kyaku         Hisshou Burai Ken

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HK

 - Most characters can crouch beneath the Dankuu Kyaku.  Did you know
   that the third hit of the HK version only does 1 point of damage? ;)
 - It seems as if Dan's Kouryuu Kens flash at a set rate in MvC2 (most
   of the time this seems to work, but sometimes there are exceptions).
   Anyway, Dan will flash for every fourth Kouryuu Ken that you do (so
   if you do two in a row, then one later on, then one after that,
   that's the one that will flash).  Unlike a normal Kouryuu Ken, the
   flashing variety has total invincibility and will go through any
   attack.  Switching characters 'resets' the count (so you have to do
   four more to get your next flash), and it doesn't matter if the
   Kouryuu Kens miss or are blocked, or if you do other specials or HCs).
 - In the case of a Beta Dan, the Kouryuu Ken count is kept if you
   switch out (so if you do 3 Kouryuu Kens with Beta Dan, then switch
   out, using Beta Dan for your assist or Variable Counter will make
   him flash).  It doesn't work the opposite way though (if you do
   two assists with Beta Dan, then bring him in, doing two more Kouryuu
   Kens will not make him flash--you have to do four of them in all.
   Now you can actually incorporate the flashing Kouryuu Kens into
   your strategy, since they're easy to pull off, for once.
 - When the Premium Sign is used, Dan takes out a picture of himself,
   autographs it, shows it to his opponent, then throws it at them.  The
   LK version makes the sign fly forward and arc down to the ground,
   while the HK version makes it fly further forward and arc up into the
   air.  This move can hit during the showing of the sign as well, and
   it has _very_ high priority during this time and will stop most
   incoming attacks.  Once thrown, it can negate normal projectiles, but
   the sign itself can be stopped by projectiles or even normal punches
   and kicks!
 - Dan still has the secret Premium Sign finish from MSHvSF as well.  If
   you kill your opponent with a thrown Premium Sign, you'll get the
   flashy background effects that normally only show up when you kill
   somebody with a Hyper Combo.  This also works if you use a Gamma
   Assist-Dan to kill your opponent (but remember, you have to hit with
   a thrown Premium Sign--it won't work if your enemy is hit while Dan's
   showing his picture to them).
 - Dan gains HC energy from any of his taunt moves, except the Chouhatsu
   Densetsu.  And yes, you can stick the Chouhatsu Densetsu in the
   middle of a Delayed Hyper Combo, and it totally rocks.  For some
   reason, he has lost his crouching taunt (the same animation is used
   in the rolling taunts, so what gives?  That's Capcom for ya).  The
   rolling taunts give the most power, the standing gives less, and the
   jumping taunt gives the least amount of power.
 - Dan's Kick Throw isn't a launcher, but nothing prevents you from
   jumping after your opponent and air comboing them.
 - The Shinkuu Gadou Ken now has the weird property of knocking an
   opponent away for the last few hits, makingg it hard to get in the
   full amount of hits.  On the other hand, Dan recovers before the
   Shinkuu Gadouken ends, so you can use this property to juggle your
   opponent in the corner of the screen.  You can even have more than
   one Shinkuu Gadou Ken on screen at the same time.
 - The Otoko Michi is unblockable.  It's now the most damaging HC in the
   game (100 points of damage normally, comapared to say, 70 points for
   the Shun Goku Satsu). I've heard you can get even more damage by
   tapping the buttons rapidly, but that didn't work for me (never was
   good with mashing).  I don't know anyone who has gotten more damage
   out of it themselves either, so this may just be a rumor.  Of course,
   Dan's still left with one point of life left (and no recoverable
   life), so you can't even block special moves or Dan will die.
   Nonetheless, Dan sure kicks ass.  Yahooey!


 ------------------------------------------------------------------------
 DHALSIM, Yoga Master
 ------------------------------------------------------------------------

 Yoga Fire                   H  qcf + P  (air)
 Yoga Flame                  H  qcb + P
 Yoga Blast                  H  qcb + K
 Yoga Smash                     hcb + HP when close
 Yoga Teleport                  f,d,df / b,d,db + PP / KK  (air)
 Fuyuu                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 Drill Zutsuki                  In air, d + HP
 Drill Kick                     In air, d + LK / MK / HK

 Yoga Inferno                   qcf + PP, direct d / u  (air)
 Yoga Strike                    qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Yoga Fire           HP Yoga Fire            Yoga Inferno
 B:  LP Yoga Flame          HP Yoga Flame           Yoga Inferno
 y:  LK Yoga Blast          HK Yoga Blast           Yoga Inferno

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HK
 Variable Attack:   LK Drill Kick
 Snapback Attack:   Standing HK

 - Dhalsim's limbs automatically extend if you're far away or contract
   if you're close by.  This is pretty handy, but you have to make
   sure you're rather close if you want to use the shorter version of
   his Punch or Kick attacks.
 - He has an automatic teleport that kicks in whenever he's knocked into
   the air and is not currently being hit.  He'll reappear right where he
   was a moment later.
 - Dhalsim can teleport repeatedly in the air.
 - Dhalsim's Fuyuu lets your him fly in any direction.  You can make
   attacks while in air, and even use mid-air specials and HCs, but you
   cannot block.  You can also use the Kuuchuu Dash to dash in any of
   the eight directions.  This move ends after a while, or if you are
   hit or perform the Fuyuu again.  Doing the Drill Kicks or Drill
   Zutsuki ends this move, as does the Yoga Teleport.
 - You can cancel a weaker Drill Kick into a stronger one (yes, Dhalsim
   still has three strengths--after hitting with any light attack (even
   an LK Drill Kick), pressing d + LK results in the MK Drill Kick).
   Any Drill Kick can be canceled into a higher strength attack (say,
   an LK Drill Kick could be followed by a mid-air MP, MK, HP, or HK
   attack, a MK or HK Drill Kick, or the Drill Zutsuki).
 - The Yoga Strike is an air throw that only hits mid-air opponents.  An
   easy way to connect it is to launch your opponent, pause for a moment,
   then do the Yoga Strike.
 - You can tap the buttons and wiggle the joystick during the Yoga Smash
   to do more damage.  This move will miss (and the Yoga Flame will come
   out instead), if your opponent is crouching.  If you mash fast enough,
   the move does insane damage (49 points, which is more than his Yoga
   Inferno and 1 point less than the Yoga Strike)!  You'll know if you're
   doing it right as Dhalsim will noogie his opponent super fast.


 ------------------------------------------------------------------------
 DR. DOOM, Iron-Masked Dictator
 ------------------------------------------------------------------------

 Plasma Beam                 H  qcf + P  (air)
 Photon Shot                 H  hcb + P  (air)
 Molecular Shield            H  hcb + K, tap buttons rapidly
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 (laser gun)                    In air, press HP
 (foot dive)                    In air, d + HK

 Electric Cage                  qcf + PP
 Sphere Flame                   qcf + KK
 Photon Array                   hcb + PP  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Photon Shot         HP Photon Shot          Photon Array
 B:  HK Molecular Shield    HK Molecular Shield     Sphere Flame
 y:  HP Plasma Beam         HP Plasma Beam          Electric Cage

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MK]  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing MP

 - The Molecular Shield can hit both while Dr. Doom is summoning rocks
   and while they are moving forward.  It can also destroy projectiles
   when forming and when flying forward.  Note that the rocks can only
   be destroyed once they are flying forward.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  You can also use the Kuuchuu Dash to dash
   in any of the eight directions.  This move ends after a while, or
   if you are hit or perform the Hikou again.  It also ends if you do
   either his HK or d + HK attack.
 - Personally, I find the easiest way to get the full allotment of hits
   from Doom's jumping HP (the laser gun), is to use the Hikou.  That
   way you won't fall down and have the move end prematurely when you
   fire.
 - All of Dr. Doom's command attacks are cancelable.


 ------------------------------------------------------------------------
 FELICIA, Dreaming Cat Woman
 ------------------------------------------------------------------------

 Rolling Buckler             H  qcf + P
 Rolling Slide               H  Press K during Rolling Buckler
 Rolling Uppercut               Press HP during Rolling Buckler
 Neko Punch                     Press LP during Rolling Buckler
 Sand Splash                 H  qcf + K
 Cat Spike                   H  f,d,df + P  (only LP is hypercancelable)
 Delta Kick                     f,d,df + K  (air)
 Hell Cat                       hcb + K  (only hits when close)
 Pussy Stlash                   b + HK
 Wall Clutch                    Jump ub against a wall, hold ub / b
 Sankaku Tobi                   Neutral position after Wall Clutch
 (wall slide)                   Jump ub against a wall, hold db
 (delayed wall slide)           Keep holding ub / b after Wall Clutch
 
 Dancing Flash                  qcf + PP
 Hyper Sand Splash              qcf + KK
 Please Help Me                 qcb + KK, tap K rapidly

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HK Delta Kick          HK Delta Kick           Hyper Sand Splash
 B:  HK Sand Splash         HP Cat Spike            Hyper Sand Splash
 y:  HP Cat Spike           HK Sand Splash          Hyper Sand Splash

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Crouching MK

 - The Rolling Buckler hits for one point of damage.  Pressing LP during
   this move makes you do a punch attack (okay, 'Neko Punch', according
   to Felicia) ;)  Pressing HP gives you the normal uppercut finisher,
   while K makes you do a low kick that must be blocked low.  The thing
   about the HP uppercut is that its' strength is determined by the
   strength of the Rolling Buckler.  So qcf + LP,HP gives you a weak
   uppercut, and qcf + HP,HP gives you a strong one that does more
   damage.  Also, you can combo any of the finishers from the Rolling
   Buckler itself, but you have to be quick or Felicia will bounce away
   after she hits.
 - Yes, that's the real name for Felicia's b + HK attack.  According to
   the Dash Taisen Vampire Savior Technique Guide, Capcom says "stlash"
   is a cat-word.  I think these guys have too much time on their hands.
   Anyway, this move is cancelable on either hit.
 - To do Felicia's Wall Clutch, you must jump ub into a wall, then
   press ub or b again (holding in a direction before you reach the wall
   doesn't work, unlike other characters Sankaku Tobi moves).  Once
   she grabs the wall, you can release the controller to make her leap
   off the wall (the Sankaku Tobi), or you can press db to make her
   slide down--release db at any time to make her leap off the wall.
   The same thing occurs if you hold ub or b to cling to the wall and
   then wait--she will start to slide down.  Alternatively, you can
   jump ub against a wall and press db to make her immediately start
   sliding down the wall, if you wish.
 - You can tap the buttons and wiggle the joystick during Felicia's
   HK hold to do more damage.


 ------------------------------------------------------------------------
 GAMBIT, Hero with a Dark and Secret Past
 ------------------------------------------------------------------------

 Kinetic Card                H  qcf + P  (air)
 Trick Card                  H  qcb + P
 Cajun Slash                 H  f,d,df + P / LK + HP
 Cajun Escape                   Charge d,ub~uf + P, then b / f + P in air
 Cajun Strike                   Charge d,ub~uf + K
 
 Royal Flush                    qcf + PP
 Cajun Explosion (Forward)      qcf + KK
 Cajun Explosion (Backward)     qcb + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Kinetic Card        HP Kinetic Card         Royal Flush
 B:  LP Cajun Slash         LP Cajun Slash          Royal Flush
 y:  Crouching HP           Crouching HP            Royal Flush

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - An opponent hit by the Kinetic or Trick Card is momentarily stunned
   and can be hit before they fly away.  Against characters with Super
   Armor, the LP version will not connect when done out of the blue,
   but the HP version of either move will.
 - During the Cajun Strike or Cajun Escape, you can charge ub or uf
   to make Gambit leap to that wall.  Normally (when you just use d,u)
   Gambit leaps to the wall in front of him.  While in air, you can
   press in the opposite direction upon touching a wall to jump across
   to the opposite wall before attacking.
 - Using the qcf + KK version of the Cajun Explosion makes Gambit leap
   to the wall opposite him; the qcb + KK version makes him cling to
   the wall behind him.  If you do this move but can't land on a wall
   (i.e. you don't move far enough back or forward), then you'll land
   without wasting any HC power.
 - You can tap the buttons and wiggle the joystick during Gambit's HK
   hold to do more damage.


 ------------------------------------------------------------------------
 GOUKI, Man with the Ultimate Fist               (AKUMA outside of Japan)
 ------------------------------------------------------------------------

 Gou Hadou Ken               H  qcf + P
 Zankuu Hadou Ken            H  In air, qcf + P
 Tenma Kuujin Kyaku          H  In air, qcf + K
 Gou Shouryuu Ken            H  f,d,df + P
 Ashura Senkuu                  f,d,df / b,d,db + PP / KK
 Tatsumaki Zankuu Kyaku      H  qcb + K  (air)
 Jigoku Guruma                  hcb + HK when close
 Zugai Hasatsu                  f + HP
 Senpuu Kyaku (ground)          f + HK
 Senpuu Kyaku (jumping)         In air, u + HK
 Mae Geri                       In air, u + MK
 
 Messatsu Gou Hadou             qcb + PP, tap buttons rapidly
 Messatsu Gou Shouryuu          qcf + PP
 Messatsu Gou Rasen             qcf + KK
 Tenma Gou Zankuu               In air, qcf + PP
 Shun Goku Satsu                LP,LP,f,LK,HP  (Level 3)

    partner assist          variable counter        variable combination
    -------------------------------------------------------------------- 
 a: HP Gou Hadou Ken        HP Gou Hadou Ken       Messatsu Gou Hadou
 B: HP Gou Shouryuu Ken     HP Gou Shouryuu Ken    Messatsu Gou Shouryuu
 y: HK Tatsumaki Zankuu K.  HK Tatsumaki Zankuu K. Messatsu Gou Rasen

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Senpuu Kyaku, Zankuu Hadou Ken
 Flying S. Ground:  Messatsu Gou Rasen
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Zugai Hasatsu (hits once; not an overhead)

 - You can only hypercancel out of the Zankuu Hadou Ken if you do it
   during a super jump.
 - The Zugai Hasatsu is an overhead attack and must be blocked high.
 - The Shun Goku Satsu is unblockable.
 - The Jigoku Guruma will miss (and the Tatsumaki Zankuu Kyaku will come
   out instead), if your opponent is crouching when you attempt it.


 ------------------------------------------------------------------------
 GUILE, Soldier who Left the Air Force
 ------------------------------------------------------------------------

 Sonic Boom                  H  Charge b,f + P
 Somersault Kick             H  Charge d,u + K
 Kuuchuu Somersault Kick     H  In air, tap d,u + K
 Knee Bazooka                   b + LK
 Rolling Sobat                  b + HK
 Straight                       b + HP
 Spinning Back Knuckle          f + HP
 Reverse Spin Kick              f + HK
 Jump Chop                      In air, u + HP
 (splits kick)                  In air, u + LK
 (angled kick)                  In air, u + MK
 
 Sonic Hurricane                qcf + PP
 Somersault Strike              qcb + KK
 Crossfire Assault              In air, qcf + KK

     partner assist          variable counter       variable combination
     ------------------------------------------------------------------- 
 a:  HK Somersault Kick      HK Somersault Kick     Somersault Strike
 B:  HP Sonic Boom           HP Sonic Boom          Sonic Hurricane
 y:  HP Sonic Boom           HK Somersault Kick     Sonic Hurricane

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Flying Chop, Crossfire Assault
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK  (either hit)
 Variable Attack:   Jumping HK
 Snapback Attack:   Spinning Back Knuckle

 - All of Guile's command attacks are cancelable, except for the Knee
   Bazooka and Rolling Sobat.  None of his moves are overheads, though.
 

 ------------------------------------------------------------------------
 HAYATO KANZAKI, Burning Prize Money Earner
 ------------------------------------------------------------------------

 Shiden                      H  qcf + P
 Guren                       H  f,d,df + P  (air)
 Byakko Hou                     b,f + PP  (only hits when close)
 Plasma Combo: Suzaku Ranbu     b + LP,LP,LP,LP
 Plasma Combo: Kegon 1          b + LP,LP,HP,HK,LP (then press LP)
 Plasma Combo: Kegon 2          b + LP,LP,LP,HK,LP (then press LP)
 Plasma Combo: Guren 1          b + HP,LP,HP,HP,HP
 Plasma Combo: Guren 2          b + HP,LP,HP,LK,HP
 Dokuryuu                       Press HP while dashing
 Souryuu                        Press HP during Dokuryuu
 Hien                           f + HP
 Dai Oiuchi Kougeki             In air, d + HK

 Rasetsu Zan                    qcf + PP
 Engetsu                        qcf + KK
 Plasma Field                   qcb + KK  (air)
 Black Hayato                   LP,HP,b,LK,HK  (Level 3)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Shiden              HP Shiden               Rasetsu Zan
 B:  HP Guren               HP Guren                Engetsu
 y:  HP Shiden              HP Guren                Engetsu

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HK (2nd hit animation)

 - The Byakko Hou is unblockable.  A hit opponent is knocked into the
   air, where they can be attacked.
 - Using the Dokuryuu (or Souryuu) makes you switch sides with your
   opponent.
 - Capcom ported over Hayato's Plasma Combos from the Star Gladiator
   series, and now they're pretty powerful.  For one thing, you can
   cancel out of the attacks into specials or HCs.  The kick attack
   in the Plasma Combos must be blocked low, while the last hit of the
   'Kegon' combos is an overhead and must be blocked high.
 - For the 'Kegon' combos, pressing LP after the last horizontal slash
   makes Hayato do a jumping attack--time it too late and it will miss.
   Alternately, you can just stop the combo there and link a normal
   attack, into a chain combo, into an aerial rave.  For example:

   (in the open)
     Kegon 1/2 (5 hits), Dokuryuu.
     Kegon 1/2 (5 hits), crouching HP, aerial rave.

   (corner combos)
     Kegon 1/2 (5 hits), jumping LK,MK,(HP Guren),Plasma Field
     Kegon 1/2 (5 hits), step forward, c. LK, s. MK, c. HP, aerial rave.

 - Ganymede sent in a cool combo created by Araya that goes something
   like this:

     jump in LK,HK, dashing LP,LP,f+HP, then b+HP,LP,HP,HP, anything.

 - Ganymede suggests doing the Black Hayato HC as the last move in this
   combo.  This combo is cool because it illustrates the usefulness of
   the Hien--mainly, that you can do it, then link into another attack,
   like Hayato's b+HP Plasma Combo opener, as well as his standing or
   crouching LP, or even a Shiden!
 - Only the Dai Oiuchi Kougeki is cancelable (into the Guren or Plasma
   Field), and no, it can't hit someone on the ground ;)
 - When you perform a Variable Counter and have Gamma or Beta Hayato
   come in to do the Guren, they will come out as Black Hayato instead,
   and then change to normal upon landing.  They'll also turn back if
   they're hit out of the move or you hypercancel into the Plasma Field.
 - Straight from Plasma Sword comes Hayato's Plasma Field HC.  This move
   does a small amount of damage, and if it hits, Hayato will start
   flashing blue.  For a limited period of time, he has infinite HC
   energy, and can even use his Level 3 Black Hayato move repeatedly.
   However, he can't use his Plasma Field while discolored, nor can he
   use a Variable Attack or Variable Combination.  He can still switch
   out with a Variable Counter, but in that case the Plasma Field bonus
   ends.  This move can be blocked, but is still considered 'activated'
   if you hit someone with Super or Hyper Armor.
 - The Black Hayato HC is blockable.


 ------------------------------------------------------------------------
 HULK, A Giant with Mysterious Strength, Able to Destroy Mountain Ranges
 ------------------------------------------------------------------------

 Gamma Slam                  H  qcf + P
 Gamma Tornado               H  hcb + P  (only hits when close)
 Gamma Charge (Taichi)       H  Charge b,f + K  (then K or dir. + K)
 Gamma Charge (Taikuu)          Charge d,u + K  (then K or dir. + K)

 Gamma Wave                     qcf + PP
 Gamma Quake                    qcf + KK
 Gamma Crush                    qcb + PP, move b / f

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Gamma Slam          LP Gamma Slam           Gamma Wave
 B:  LK Gamma Charge f      LK Gamma Charge f       Gamma Crush
 y:  LK Gamma Charge uf     LK Gamma Charge u       Gamma Quake
            
 Chain Combo Type:  [Ground 2]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  MP,HP,HK
 Flying S. Ground:  Gamma Tornado
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing MP,MK,HP,HK / Crouching HK
 Knockdown Attack:  None.
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - The Gamma Tornado can be blocked.  To hypercancel out of this, you
   must do it the moment the Tornado hits (it will do zero damage,
   though).
 - If the Gamma Charge isn't blocked, you can press K again for a
   second charge (both versions go straight up).  Or, you can pick
   the direction you travel in (ub / u / uf + K for the Taichi
   version; b / ub / u / uf / f + K for the Taikuu version).  You can
   also reverse the direction if you want (i.e., press db to charge
   up-forward).
 - The Gamma Crush can hit on the way up.  If it does so, your enemy
   is knocked to the ground, and you're guaranteed the hits (unless
   you press b to make Hulk move away).  However, the Gamma Crush will
   hit less times and do less damage overall.
 - The Hulk has Super Armor when on the ground (see the Gameplay Notes
   section for more details on how this works).
 - All of the Hulk's normal punches and kicks cause block damage.
 - Hulk's standing HP, HK, and crouching HP and HK can go through Super
   Armor (his opponent will go into hit stun).


 ------------------------------------------------------------------------
 ICEMAN, Hot yet Cool Guy
 ------------------------------------------------------------------------

 Ice Beam                    H  qcf + P  (air)
 Ice Avalanche               H  qcf + K  (air)
 Ice Fist                       qcb + P
 (iceball throw)                In air, d + HP
 (downward slash kick)          In air, d + HK

 Arctic Attack                  qcf + PP, tap buttons rapidly?  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Ice Beam            LP Ice Beam             Arctic Attack
 B:  LK Ice Avalanche       LK Ice Avalanche        Arctic Attack
 y:  LP Ice Beam            LK Ice Avalanche        Arctic Attack
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HK]  [df + HK]
 A.Rave Finishers:  HP, HK, Downward Slash Kick
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HP
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HP

 - The HP version of the Ice Beam goes diagonally up-forward when done
   on the ground, and down-forwad when done in the air.
 - You can break the Ice Avalanche ball with projectiles.  
 - When the Ice Fist is used, Icman melds a large ball of ice to one of
   his arms.  This increases the damage of all your Punch attacks (except
   his crouching HP), does block damage, and can be used to stop
   projectiles (just punch at them and the ball will negate them).
   However, the iceball breaks after your Punch attacks hit or are
   blocked three times.
 - Iceman can block certain attacks without taking damage.  But surprise,
   surprise, it's not just 'beam' or 'energy' attacks.  There's a whole
   load of stuff that he takes no block damage from, including:

   Anakaris:    Ouke no Sabaki, Hitsugi no Mai, all his HCs.
   Blackheart:  Dark Thunder, Inferno, Armageddon, Heart of Darkness.
   Bulleta:     Smile & Missile, Happy & Missile, Cheer & Fire, Cool
                Hunting, Hyper Apple For You (far range or blocked).
   Cable:       Viper Beam, Hyper Viper.
   C.Commando:  Captain Fire, Captain Corridor, Captain Sword.
   Chun-Li:     Reishiki Kikou Ken, Kikou Ken, Kikou Shou.
   Cyclops:     Optic Blast, Optic Sweep, both HCs, also the 'eye blast'
                ending of Rising Uppercut and Rapid Punch.
   Dan Hibiki:  Gadou Ken, Shinkuu Gadou Ken.
   Dhalsim:     Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno.
   Dr. Doom:    Plasma Beam, Photon Shot, Photon Array, Electric Cage.
   Felicia:     Sand Splash, Hyper Sand Splash.
   Gambit:      Kinetic Card, Trick Card, both of his HCs.
   Gouki:       Gou Hadou Ken, Zankuu Hadou Ken, Messatsu Gou Hadou,
                Tenma Gou Zankuu.
   Guile:       Sonic Boom, Sonic Hurricane.
   Hayato:      Engetsu.
   Hulk:        Gamma Slam, all HCs (except the 'hand' hit of the Gamma
                Quake).
   Iceman:      Ice Beam.
   Iron Man:    Unibeam, Repulsor Blast, Smart Bomb, Proton Cannon
                (except for the physical hit with the cannon barrel).
   Jin S.:      Saotome Dynamite, Blodia Punch (not Jin's fist, though),
                Blodia Vulcan.
   Juggernaut:  Earthquake Punch (except for 'hand' hit part).
   Ken M.:      Hadou Ken.
   Kobun:       Kobun Fire.
   Magneto:     E-M Disruptor, Magnetic Blast, both of his HCs.
   Marrow:      Bone-merang, both HCs.
   Morrigan:    Soul Fist, Soul Eraser, Silhouette Blade.
   Nash:        Sonic Boom, Sonic Break.
   Psylocke:    Psi-Thrust, Kochou Gakure.
   Rockman:     Hyper Rockman.
   Roll:        Hyper Roll.
   Ruby Heart:  Fant“me, Supremacion, Milles Fant“mes, Pare-tonn‰re,
                Tour de Magie.
   Ryu:         Hadou Ken, Shinkuu Hadou Ken.
   Sabretooth:  Armed Birdie, Hyper Armed Birdie.
   Sakura K.:   Hadou Ken, Shinkuu Hadou Ken (either form).
   Sentinel:    Plasma Storm.
   ShumaGorath: Mystic Stare.
   S. Samurai:  Raimei Ken, Hyouga Ken, Homura Ken.
   Sonson:      All her SCs.
   Spider-Man:  Web Ball.
   Storm:       Whirlwind, Double Typhoon.
   Strider H.:  Formation B, Ouroboros.
   Thanos:      Death Sphere, all his SCs.
   Vega:        Psycho Shot, Psycho Field, Psycho Explosion.
   Venom:       Venom Rush, Death Bite.
   War Machine: Repulsor Blast, Smart Bomb, War Destroyer.
   Wolverine:   Fatal Claw.
   Zangief:     Banishing Flat, Vodka Fire (in Mecha Zangief form).
   Abyss #1:    Trident (splash part, not the actual trident), Blue
                Sparks, both HCs (Stomach Blast and Green Rain).
   Abyss #2:    All of his attacks except the Green Bubbles.
   Abyss #3:    The Ground Flames, Arm Pound Column, Horizontal Flames,
                and his Horizontal Flames SC.

 - I personally find the number of things he can block without taking
   damage to be ridiculous.  I mean, come on, especially for Blackheart,
   Bulleta, Thanos and Anakaris, that's just a way overbalanced match in
   Iceman's favor.  


 ------------------------------------------------------------------------
 IRON MAN, Golden Knight Flying Through the Sky
 ------------------------------------------------------------------------

 Unibeam                     H  qcf + P  (air)
 Repulsor Blast              H  hcb + P
 Smart Bomb                  H  Press (b / f +) LK + HP  (air)
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 Missile                        Press HP while crouching
 (knee dive)                    In air, d + HK
 (upward kick)                  In air, u + HK
 (directed laser)               In air, uf~df + HP

 Proton Cannon                  qcf + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Unibeam             LP Unibeam              Proton Cannon
 B:  HP Repulsor Blast      HP Repulsor Blast       Proton Cannon
 y:  Standing HK            Standing HK             Proton Cannon
            
 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  f / d + HP, HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MP,HK (2nd hit)
 Knockdown Attack:  Crouching MK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - When you use the Smart Bomb, holding back or forward decreases or
   increases the range of the bombs.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials, but you
   cannot block.  You can also use the Kuuchuu Dash to dash in any of
   the eight directions.  This move ends after a while, or if you are
   hit or perform the Hikou again.  It also ends if you do his Knee
   Dive.  However, you can't use the Knee Dive during the Hikou if you
   are too close to the ground.
 - I sat down and tested out both Iron Man and War Machine to find any
   differences aside from the obvious stuff (missiles over lasers, etc.),
   and discovered the following, with some help from contributors:

    * Iron Man's Unibeam does more damage than the Shoulder Cannon, but
      the damage decreases the further away you are, unlike the Shoulder
      Cannon.
    * Iron Man's Proton Cannon does better damage, and does only
      slightly less damage (or slightly more, depending), when you combo
      it off the 'hit' animation of the actual Cannon.  It does worse
      damage the further away you are, though.  On the other hand, War
      Machine's Proton Cannon does consistant damage no matter where
      you are, but instead of 'catching' an opponent for maximum hits,
      the opponent my bounce off the stream of missiles (this effect
      can also occur when you combo it off of the hit animation).
    * Iron Man's standing and crouching HK, as well as his crouching LP,
      do less damage than those same attacks for War Machine.
    * Not only does Iron Man's crouching HP Missile do less damage than
      War Machine's crouching HP Laser, but it can't negate multiple
      projectiles the way WM's laser can.  However, the damage is
      consistent no matter where the Missile is fired from, unlike WM's
      laser, which gets weaker the further away you are.
    * Combo-wise, it's easier to connect with Iron Man's launcher in
      combos.  Dashing LP,MP,HK or LK,MK,HK works with him, but won't
      combo with War Machine.
    * In a similar vein, you can do a crouching MP into the Proton
      Cannon, but this won't combo when attempted with War Machine.
    * Obviously the animation for Iron Man's Repulsor Blast and Smart
      Bombs are different, but is there any tactial advantage to this?
      I couldn't see any difference in range, speed, or damage, myself.


 ------------------------------------------------------------------------
 JILL VALENTINE, One who Returned Alive from the Nightmare
 ------------------------------------------------------------------------

 Kinsetsu Sentou A           H  qcf + P  (air)
 Ousen Shageki                  hcb + P, tap P when Jill starts firing
 Grenade Launcher            H  f,d,df + P  (hold P to delay)
 Kinkyuu Kaihi A             h  qcb + K
 Kinkyuu Kaihi B             H  qcf + K
 Sliding                        d + HK

 Kinsetsu Sentou A+             qcf + PP  (air)
 Rocket Launcher                qcf + KK
 CODE: T-002                    qcb + KK  (can then use End of Tyrant)
 End of Tyrant                  qcf + K while Tyrant is laughing

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  Life-Up                HK Kinkyuu Kaihi A      Rocket Launcher
 B:  HP Kinsetsu Sentou A   HP Kinsetsu Sentou A    Kinsetsu Sentou A+
 y:  Grenade Launcher       HP Grenade Launcher     Rocket Launcher
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HK
   
 - If you hold HP when you do the HP Kinsetsu Sentou A, Jill will begin
   to glow.  The longer she glows, the more hits and damage this move
   will do when you release HP.  The increase rate is about one hit
   added for each second charge (so charge it for nine seconds and it
   will hit nine times).  The charging will end if you do an LP Kinsetsu
   Sentou A, any of her Hyper Combos, or any Variable moves.
 - The Kinsetsu Sentou A can also go through fireballs, but not all of
   them.  I was able to cleanly go through one of Spiral's knives, but
   not Roll's Roll Buster.
 - The Ousen Shageki is a counter-attack move.  If Jill is hit while
   flashing, she will take no damage, and attempt to push her opponent
   away.  If she is successful, she follows up by firing some rounds
   into her victim (if you tap P, she'll finish off by disposing of
   her used-up clip after the 10th hit).  This move can stop standing
   and crouching attacks, but is not very effective against jumping
   attacks since the 'push' part may miss.  Note that the damage
   increases for each shot fired _except_ the last hit; it goes back
   down to 14 damage.  So always stop at nine shots for the most damage
   (21 damage total).
 - When you use the Grenade Launcher, the grenade normally explodes in
   mid-flight.  However, if you hold down the button used, the grenade
   will not explode until it is further along in it's trajectory, or
   until you release P.
 - When you perform the LP Kinkyuu Kaihi A, a zombie will walk out onto
   the screen.  If the zombie reaches your opponent, it will much on
   them for minor damage and give you a chance to attack your foe while
   they're occupied.  If you attack the zombie with any move (you can
   even use the Kinkyuu Kaihi B, although in that case the dog or bird
   will not hit your opponent, just the zombie), it will fall forward--
   if it's close enough to your opponent, it latches onto their foot
   (this must be blocked low).  Note that the zombie will fall back
   without attacking if you use any Variable move or any Hyper Combo.
   This also happens if your opponent attacks the zombie (they can even
   be knocked back with normal punches and kicks).
 - The HP Kinkyuu Kaihi A summons a flaming zombie, who cannot be knocked
   down by you, and will remain on screen even if you use any Variable
   moves or Hyper Combos.  Instead of latching onto an opponent, it
   simply bumps into them, then falls back down.  Your opponent can knock
   away either zombie with normal attacks, special moves, etc., but
   against the flaming zombie, you're likely to trade hits).
 - Both zombies are unblockable, unless you're already in a blocking
   animation.  Think of it like trying to throw someone who is in block
   stun; you can't do it.  So if a zombie is coming at you, and Jill
   throws a light punch from across the screen, you will still go into
   your block animation even though she's nowhere near you.  If you
   go into your block animation right as the zombie reaches you, you'll
   block them and they fall backward.
 - The Kinkyuu Kaihi B summons a Cerebus dog (LK) or a crow (HK).  Both
   of them can be hit by your opponent (with normal moves or special
   attacks), to prevent them from attacking.
 - For either version of the Kinkyuu Kaihi A or B, you cannot use that
   move twice in a row, but you could, for example, summon a zombie,
   then call out the Cerebus dog or a crow.
 - During the very last part of the CODE: T-002 Hyper Combo, the Tyrant
   poses and laughs.  At this time, you can input qcf + K to perform the
   End of Tyrant HC, in which Jill fires a single blast from her Rocket
   Launcher.  Although the command only uses one Kick button, it still
   costs a full level to use.  When the Tyrant blows up, your opponent
   will be caught in the resulting explosion for minor damage (7 points
   for an average character).
 - During Jill's Alpha Assist, she may either give you a Green Herb,
   which restores some recoverable life, or a Green and Red Herb, which
   will restore a greater amount of lost life.


 ------------------------------------------------------------------------
 JIN SAOTOME, the Soldier Riding the Weapon, Blodia
 ------------------------------------------------------------------------

 Saotome Typhoon             H  Charge b,f + P
 Saotome Dynamite            H  Charge d,u + P
 Saotome Crush               H  hcb + K  (only hits when close)
 Saotome Fire                   While taunting, tap P / K rapidly
 Saotome Diving                 In air, press d + HK
 Saotome Shine                  Occurs when you have 40 pts. of life left

 Blodia Vulcan                  qcb + PP
 Blodia Punch                   qcf + PP
 Saotome Cyclone                qcf + KK

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Saotome Typhoon     HP Saotome Typhoon      Saotome Cyclone
 B:  HP Saotome Dynamite    HP Saotome Dynamite     Blodia Punch
 y:  Standing MP            Standing MP             Blodia Punch
            
 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP
 Flying S. Ground:  Blodia Punch
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP,MK,HK / Crouching MK,HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Crouching HP

 - The LP Saotome Tornado hits more times from up close, while the HP
   version can't get full hits (5 total), unless you do it from far
   away.  If you do get full hits, you can even combo into the Blodia
   Vulcan.  This move is very useful in combos because you can do a
   combo like c.LP, c. MP, do an LP Saotome Tornado, and right as the
   third hit connects, hypercancel into the Blodia Punch or Saotome
   Cyclone for lots of damage.
 - Jin has limited invincibility during the Saotome Dynamite.
 - Another neat thing about the Saotome Dynamite is that it can cancel
   out of the ending animation of another Saotome Dynamite or the
   Saotome Cyclone.  So after doing a Dynamite, you can charge down and
   press u + P (or just u if you're holding P) once you see Jin's
   'getting dressed' flash to immediately do another Dynamite.  Or if
   you've just done the Saotome Cyclone, you can hit someone off the
   ground by canceling the end animation into a Saotome Dynamite.
 - The Saotome Crush is blockable.  Luckily, you can combo into it from
   a standing or crouching LK.  If you try to hit someone on the ground
   with this (say, after a crouching HK), they will roll backward, which
   is a useful way to get someone in the corner.  Just don't do the c.
   HK from too close or they'll roll through you when you do the Crush.
   You can hypercancel out of this move, but you must do it the moment
   Jin grabs his opponent.
 - An opponent can be injured by the Saotome Fire once flame is coming
   off of Jin's back.
 - You can get more hits from the Blodia Punch if Jin is closer to his
   opponent (since his fist actually hits), and if his back is close
   to the edge of the screen (since the Blodia's arm will hit while
   moving).
 - Jin's Saotome Diving hits three times, and even be used in aerial
   raves now.  You can combo off of it upon landing, assuming you don't
   do it too early.
 - Since the screen resets to Jin's location when you use the Blodia
   Vulcan.  Unlike as in MvC, this move can kill a character if their
   life is low enough.  You can actually combo into this move, but only
   off of the 5th hit of an HP Saotome Typhoon (meaning you must do it
   from relatively far away), or from a launcher.  To do it with a
   launcher, Jin must have his back near the edge of the screen (even
   if you're in the middle of the playing field), and his enemy must
   be fairly close to him.
 - Jin can now do full aerial raves, since only his HP causes the 'flying
   screen' effect now.
 - When Jin is the last surviving character and has less than 25% of his
   total life gauge (this includes recoverable damage), he will pose for
   a moment at his first opportunity to stand still.  Once he poses, he
   will start glowing.  While glowing, he has Super Armor while on the
   ground (see the Gameplay Notes section for more details on how this
   works).  His attack power also increases, just as if he'd gotten a
   Power Up Orb from Ruby Heart.

 - You can actually pick which color he'll glow, depending on what button
   you chose him with originally:

        * If you selected him with LP, he'll glow yellow
        * If you selected him with PA, he'll glow pink
        * If you selected him with LK or PB, he'll glow green
        * If you selected him with HP or HK, he'll glow blue

   Obviously, if you both try to pick green or blue, the first person
   to select that color gets it, while the other gets the unselected
   color.
 - You can tap the buttons and wiggle the joystick during Jin's HK hold
   to do more damage.
 - Jin's Medium and Hard attacks do block damage (this includes his
   d + HK slide and the Saotome Diving).
 - Jin's standing HP, HK, and crouching HP can go through Super Armor
   (his opponent will go into hit stun).
 - The kanji on Jin's back read 'uchuu ichi'.  This literally comes out
   as 'space one', but more likely means "number one in the universe",
   or something along those lines (like Mai's "nippon ichi" win pose).
   

 ------------------------------------------------------------------------
 JUGGERNAUT, An Uncontrollable Tank-like Warrior
 ------------------------------------------------------------------------

 Juggernaut Punch            h  hcf + P
 Juggernaut Body Press          hcf + K  (air)
 Earthquake Punch            H  f,df,d + P
 Cyttorak Power-Up              f,d,df + PP
 (double fist punch)            f + HP

 Juggernaut Headcrush           qcf + PP, tap buttons rapidly

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Earthquake Punch    HP Earthquake Punch     Juggernaut Headcrush
 B:  HP Juggernaut Punch    HP Juggernaut Punch     Juggernaut Headcrush
 y:  HK J. Body Press       HK J. Body Press        Juggernaut Headcrush

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
                    [Standing HP (vs. an airborne opponent)]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Juggernaut Punch
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Double Fist Punch
 Knockdown Attack:  Crouching MK
 Variable Attack:   Juggernaut Body Press
 Snapback Attack:   Double Fist Punch

 - Juggernaut has Super Armor while on the ground (see the Gameplay Notes
   section for more details on how this works).
 - Juggernaut cannot use the dashing jump (uf while dashing).
 - The Juggernaut Punch cannot be canceled into the Juggernaut Head Press
   once it hits, but that's only because it has a Flying Screen effect.
   If you hit someone off the ground with the Juggernaut Punch, you don't
   get that effect, so you can hypercancel into it after it hits.
 - Once the Cyttorak Power-Up is performed, Juggy will glow red until he
   makes an attack (whether it hits or misses).  Whatever attack he makes
   will do increased damage on the first hit only.  Interestingly enough,
   the Power-Up will end if you do a throw (even though normally, throw
   damage is not increased), but not if you do a Snapback (again, the
   damage will not increase in this case, either).
 - The Double Fist Punch can no longer be used as a launcher, but it is
   still cancelable.
 - Juggernaut's standing HP, HK, and crouching HP and HK can go through
   Super Armor, as will his Double Fist Punch (his opponent will go
   into hit stun).


 ------------------------------------------------------------------------
 KEN MASTERS, King of Fighting Clad in Violent Flames
 ------------------------------------------------------------------------

 Hadou Ken                   H  qcf + P  (air)
 Shouryuu Ken                H  f,d,df + P  (air)
 Tatsumaki Senpuu Kyaku         qcb + K  (air)
 Zenpou Tenshin                 qcb + P
 Mae Geri                       In air, u + MK
 Senpuu Kyaku                   In air, u + HK
 Inazuma Kakato Wari            f + HK

 Shouryuu Reppa                 qcf + PP
 Shinryuu Ken                   qcf + KK, tap K rapidly
 Shippuujinrai Kyaku            qcb + KK, tap K rapidly

    partner assist          variable counter        variable combination
    -------------------------------------------------------------------- 
 a: HP Shouryuu Ken         HP Shouryuu Ken         Shinryuu Ken
 B: HP Hadou Ken            HP Hadou Ken            Shouryuu Reppa
 y: HK Tatsumaki Senpuu K.  HK Tatsumaki Senpuu K.  Shouryuu Reppa
            
 Chain Combo Type:  [Ground 2]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Senpuu Kyaku, Hadou Ken
 Flying S. Ground:  Shinryuu Ken
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP,MK,HK / Crouching MK,HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HK

 - Ken's Zenpou Tenshin is not his old roll from the SFA games, just
   his dashing animation given a new command.  You can use it to move
   behind opponents, but it won't go through attacks.
 - The Inazuma Kakato Wari is an overhead attack and must be blocked
   high.
 - If the Shippuujinrai Kyaku is blocked or it misses, Ken will stop
   attacking at a certain point.
 - You can tap the buttons and wiggle the joystick during Ken's
   HK hold to do more damage.


 ------------------------------------------------------------------------
 KOBUN, the Unreliable One out of Forty Faithful Henchmen
 ------------------------------------------------------------------------
 
 Kobun Fire                  H  qcf + P, hold P to charge  (air)
 Bull Mover                  H  qcf + K
 Engo Kougeki (Tosshin!)        qcb + LP
 Engo Kougeki (Tsukami!)        qcb + HP
 Engo Kougeki (Kuubaku!)        qcb + K
 (exploding paper plane)        qcf + Taunt (can hold), direct d / u

 Chuushoku Rush                 qcf + PP
 King Kobun                     qcf + KK, move b / f, attack with P / K
 Hyper King Kobun               Done during a (B) Variable Combination

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Engo Kougeki        LP Engo Kougeki         Chuushoku Rush (a)
 B:  HP Kobun Fire          HP Kobun Fire           Hyper King Kobun
 y:  LP Kobun Fire          LP Kobun Fire           Chuushoku Rush (y)
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HP / HK]  [df + HP]
 A.Rave Finishers:  HP,HK, Kobun Fire
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HP / HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Crouching HP / HK

 - Charging the Kobun Fire gives it more range and more attack power.
   Charge it too long, though, and Kobun will spit out a tiny gout of
   flame for very low damage.  If this move is done in air, Kobun will
   float down while the move is being charged.
 - The Bull Mover goes through Super Armor, so a hit opponent will
   reel instead of just flashing.
 - An opponent hit by the Engo Kougeki (Tsukami!) is momentarily
   stunned.  Doing this move on a stunned opponent causes the incoming
   Kobun to miss.  Although you can attack your enemy while stunned,
   if you wait, the clinging Kobun will run back with a red crystal
   that you can collect to gain back a small amount of life.
 - Any kobun summoned by the Engo Kougeki can be knocked away with
   special moves, or just punches and kicks.
 - Normally when you perform the Exploding Paper Plane, it explodes.  If
   you hold the button(s) you used to do this move, the explosion is
   delayed and the plane will fly forward.  You can direct it up and / or
   down (if you direct it into the ground, it vanishes).  After reaching
   it's maximum distance, or when you release the button used, the plane
   flickers and explodes.  During this time it no longer moves forward,
   but can still be moved up or down.  You can combo off of the plane by
   throwing it, then getting close to your enemy and attacking.
 - There are some strange controller-related properties of this move,
   however.  For one thing, it can be performed with Start, not just
   Start + LK or Chouhatsu.  In that case, unpausing the game ends
   the move, unless you press and hold Start to unpause the game.
   If you set a button to 'Chouhatsu' and use that to perform this
   move, then Start and LK will have no effect, although you can
   hold Start, then release Chouhatsu to keep the plane from exploding
   (and vice versa).
 - The Chuushoku Rush will be performed differently depending on what
   Assist type you chose (this applies to using it on your own, not in
   a Variable Combination).  If you picked Alpha (a), you get the
   standard variety, with all the Kobuns running by while they get their
   trays filled.  The Beta (B) version has them falling down from the
   sky one after another, while the Gamma (y) version makes them leap
   and fly across the screen.  You can knock aside the Kobuns with
   attacks, but unless you can hit multiple opponents, the rest will get
   you.  If you do two Alpha Chuushoku Rushes against each other, all the
   Kobuns are knocked away (it looks like a scene from 'Braveheart'). :)
 - Kobun has Hyper Armor during the King Kobun and Hyper King Kobun.
   During the King Kobun, Kobun is invincible during the startup
   animation.
 - During the King Kobun, each time you swing the hammer, your timer
   gauge goes down a bit.  So it's best to not keep swinging the hammer
   unless you know you'll hit.
 - When Kobun's life is low, smoke starts escaping from his head.  When
   he's defeated, he lies on the ground for a while, then explodes into
   a bunch of little red crystals.  If you're his opponent, you can walk
   over the crystals before they disappear to gain back some lost life.
   If you're one of Kobun's members, running over the crystals won't do
   anything (since you won't have any recoverable life), but at least it
   prevents your opponent from getting them ;)
 - This guy takes lots of damage from attacks, and most of his move do
   squat against his opponents, but man, his size makes up for it.  For
   example, even if you're hit by Sakura's Midare Zakura, some of the
   punches will miss because you're so small.  Now that's cool.


 ------------------------------------------------------------------------
 MAGNETO, Ruler of the Magnetic Field
 ------------------------------------------------------------------------

 E-M Disruptor               H  hcf + P  (air)
 Hyper Gravitation           H  hcb + K  (air)
 Magnetic Force Field        H  hcf + K
 Magnetic Blast              H  In air, u,uf,f + P
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 (angled kick)                  In air, d + LK

 Magnetic Shockwave             qcf + PP
 Magnetic Tempest               qcf + KK, tap buttons rapidly?  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP E-M Disruptor       HP E-M Disruptor        Magnetic Shockwave
 B:  LK Hyper Gravitation   LK Hyper Gravitation    Magnetic Tempest
 y:  Crouching HP           Crouching HP            Magnetic Tempest
            
 Chain Combo Type:  [Ground 2]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [Crouching HP]  [df + HP]
                    [Standing HK  (second hit)]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Magnetic Shockwave
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP / Crouching MP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Hyper Gravitation is used, Magneto sends out four balls of
   energy that, if they aren't blocked, grab an opponent and drag them
   back to Magneto's location, allowing him to get in a free hit on his
   helpless challenger.  After a moment, though, the Hyper Grav balls
   will vanish.  You can't use this move after killing an opponent (no
   Hyper Grav balls will come out).
 - If Magneto is attacked while his force field is showing during the
   Magnetic Force Field, he will either make his force field pulse
   (using LP), or fire a single Magnetic Shockwave (using HP).  The
   HP version does more damage, but can't hit opponents behind Magneto
   like the LP forcefield can, plus it's a lot slower (you can even
   trigger the counter, then attack Magneto or move out of the way
   before he Shockwaves you).  In any case, this move only works
   against physical attacks and not projectiles.  It can stop standing,
   jumping, or crouching physical attacks, though.
 - You can always perform the Magnetic Blast on the ground, since you'll
   automatically jump into the air when you input the command.  You still
   can't stick it in ground combos, though ;)  You can only hypercancel
   out of this move if you do it during a super jump.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  You can also use the Kuuchuu Dash to dash
   in any of the eight directions.  This move ends after a while, or
   if you are hit or perform the Hikou again.
 - Magneto's HP throw (on the ground or in the air) leaves an enemy
   trapped in a metal casing momentarily.
 - Magneto's HK throw can be directed downward when done on the ground,
   and up or down when done in the air.


 ------------------------------------------------------------------------
 MARROW, Angry New Addition to the X-Men
 ------------------------------------------------------------------------

 "She is an angry mutant raised in a world of darkness.  She uses the
  bones that emit from her body as substitutes for weapons!"

 Bone-merang                 H  qcf + P  (air)
 Ride & Slash                   hcb + P  (air)
 Ricochet Slash              H  qcb + K
 Towering Spine              H  f,d,df + P
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 2 Dan Jump                     Press ub~uf (x2)

 Stinger Bones                  qcf + PP
 Bone Burst                     qcb + PP  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Bone-merang         HP Bone-merang          Bone Burst
 B:  HP Towering Spine      HP Towering Spine       Bone Burst
 y:  HK Ricochet Slash      HP Ricochet Slash       Stinger Bones
            
 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Stinger Bones
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Bone-merang is used, LP throws it straight forward, and HP
   throws it diagonally up-forward (done on the ground) or diagonally
   down-forward (if done in the air).  The range is pretty shallow on
   the diagonals, though.
 - The Ride & Slash is blockable, sad to say.
 - Keep an eye out for a win pose where Marrow tosses a Bone-merang at
   your TV screen ;)


 ------------------------------------------------------------------------
 MORRIGAN AENSLAND, Succubus Living for the Moment throughout Eternity
 ------------------------------------------------------------------------

 Soul Fist                   H  qcf + P  (air)
 Shadow Blade                H  f,d,df + P  (air)
 Vector Drain                   hcb + P  (only hits when close) 
 Shell Kick                     In air, qcb + K
 Shell Pierce                   In air, d + HK
 Kuuchuu Dash                   In air, tap f,f / press PP
 Vernier Dash (Upward)          In air, tap f,uf / press u + PP
 Vernier Dash (Downward)        In air, tap f,df / press d + PP
 Necro Desire                   f + HK
 Mysterious Arc                 db + HP  (also d + HP in US arcade ver.)

 Soul Eraser                    qcf + PP, tap buttons rapidly
 Darkness Illusion              qcf + KK  (air)
 Silhouette Blade               f,d,df + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Shadow Blade        HP Shadow Blade         Silhouette Blade
 B:  HP Soul Fist           HP Soul Fist            Soul Eraser
 y:  HP Soul Fist           HP Shadow Blade         Silhouette Blade

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
                    ([df + HP only in US arcade version])
 A.Rave Finishers:  HP,HK, Soul Fist
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - The Vector Drain is unblockable.
 - The Shell Kick cannot be hypercanceled into her Darkness Illusion,
   but you can combo off of it, making it useful as a jump-in attack
   preceeding a ground combo.
 - You can interrupt the Vernier Dash with an attack, just as with
   a normal air dash.
 - The Darkness Illusion hits more times if done in air, but does
   slightly less damage.
 - That little flashy thing you see on Morrigan's hand during the
   Silhouette Blade is the Ring of Isis, the same family heirloom that
   Lilith was trying to get in Vampire Savior.
 - Morrigan has lost her Eternal Slumber HC from MvC, for some reason.
 - All of Morrigan's command attacks are cancelable, but none of them
   are overheads.
 

 ------------------------------------------------------------------------
 NASH, Justice-Enforcing Cool Guy              (CHARLIE outside of Japan)
 ------------------------------------------------------------------------

 Sonic Boom                  H  Charge b,f + P
 Somersault Shell            H  Charge d,u + K
 Moonsault Slash                u,uf,f + K  (air)
 Knee Kick                      In air, d + LK
 Step Kick                      f + HK
 Jump Sobat                     b + HK
 Spin Back Knuckle              f + HP

 Sonic Break                    qcf + PP, tap buttons rapidly
 Crossfire Blitz                qcf + KK 
 Somersault Justice             qcb + KK

    partner assist         variable counter         variable combination
    -------------------------------------------------------------------- 
 a: HP Sonic Boom          HP Sonic Boom            Sonic Break
 B: HK Somersault Shell    HK Somersault Shell      Somersault Justice
 y: HP Sonic Boom          HK Somersault Shell      Sonic Break
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Crossfire Blitz
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Spin Back Knuckle

 - You can always perform the Moonsault Slash on the ground, since you'll
   automatically jump into the air when you input the command.  You still
   can't stick it in ground combos, though ;)
 - The Jump Sobat is an overhead attack and must be blocked high.
 - Only the Spin Back Knuckle is cancelable.


 ------------------------------------------------------------------------
 OMEGA RED, Super Soldier of the Former Soviet Union
 ------------------------------------------------------------------------

 Carbonadium Coil               qcf + P / PP
 Kuuchuu Carbonadium Coil       In air, qcf + P / PP / K / KK
 Coil Recall: Ground            Press P before Coil hits
 Coil Recall: Mid-Air           Prss P / K before Kuuchuu Coil hits
 Death Factor                   Tap P during Coil / Energy Drain
 Energy Drain                   Tap K during Coil / Death Factor
 Coil Flip                      Dir. + P / K from Coil / Factor / Drain
 Omega Strike                H  qcf + K / KK
 Omega Strike: Cancel           d + K during Omega Strike
 Omega Strike: Retreat          b + K during Omega Strike
 Kuuchuu Dash                   In air, tap f,f / press PP  (b to cancel)
 (ground coil strike)           db~df + HK

 Omega Destroyer                qcb + PP
 Omega Smasher                  In air, qcb + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Coil -> Flip UF     Standing HP             Omega Destroyer
 B:  HK Omega Strike        HK Omega Strike         Omega Destroyer
 y:  db Ground Coil Strike  Crouching HP            Omega Destroyer
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  None.
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - Omega Red's Carbonadium Coils can now hit someone with Super Armor,
   without having had to attack them beforehand.
 - If you want to retract a Carbonadium Coil after you've begun the
   move, press any P to do so.  This must be done before the coil is
   blocked or it connects.  In air, you can use P or K interchangably
   (so if you did qcf + LK in air, you could cancel it with any P and
   vice versa).
 - Using the Death Factor drains your foe's life and gives it to you.
   The Energy Drain does the same thing, but affects HC energy instead.
   You can switch between the two during a Carbonadium Coil, if you
   like.
 - When you use the Ground Coil Strike, db + HK makes the coil appear
   near you, d + HK is further away, and df + HK is very far away.


 ------------------------------------------------------------------------
 PSYLOCKE, Psychic Fighting Doll
 ------------------------------------------------------------------------

 Psi-Blast                   H  qcf + P  (air)
 Psi-Blade Spin              H  qcf + LK,LK,HK or qcf + HK,LK,LK
 Ninjutsu                       hcb + P / K  (air)
 Psi-Drill                      Dir. + P / K during Ninjutsu
 Moonsault Kick                 In air, ub~uf + HK
 Vanity Flip                 H  b + HK after certain moves (see chart)
 Backstep Kick                  b + HK  (then hold f to slide)
 Chuugaeri Abise Geri           f + HK
 3 Dan Jump                     Press ub~uf (x3)

 Psi-Thrust                     qcf + PP  (move in any dir. at start)
 Secondary Psi-Thrust           Dir. + P at end of Psi-Thrust
 Psi-Maelstrom                  qcf + KK, tap buttons rapidly
 Kochou Gakure                  qcb + KK  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HK Psi-Blade Spin      HK Psi-Blade Spin       Psi-Maelstrom
 B:  HP Psi-Blast           HP Psi-Blast            Kochou Gakure
 y:  HP Psi-Blast           HK Psi-Blade Spin       Psi-Thrust
            
 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Psi-Maelstrom (max hits only)
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     Crouching MK / Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Diving Kick (unique animation)
 Snapback Attack:   Standing HP

 - Psylocke's taunt can hit an opponent for 1 point of damage (although
   it can't kill someone, no matter how low their life is).  Unlike
   other hittable Taunts, hers does not act like a Flying Attack.
 - The Psi-Blast either fires downward (LP) or straight forward (HP).
   The interesting thing about this move is that it can go through a
   lot of attacks that would normally destroy projectiles, like Abyss'
   Flamethrower (2nd form), Anakaris' Pharaoh Cobra Blow, etc.
 - Psylocke can no longer chain together Psi-Blade Spins.  Instead,
   you can perform an LK Psi-Blade Spin, then tap LK,HK for up to six
   hits, or do and HK Spin and tap LK,LK for six hits.
 - The button used for the Ninjutsu determines where Psylocke will show
   up.  LP is in the upper-left corner, HP is the upper-right, LK is
   the lower left, and HK is the lower right.  After teleporting, you
   can use the Psi-Drill, but not any other moves.
 - The Vanity Flip can be done after the following attacks/chains.
   Note that is is counted as an Aerial Rave, for some reason:

    standing   LP  LP,MP  LP,HP  LP,LK  LP,HK  LP,LK,MP  LP,LK,MP,MK  
    crouching  LP  LP,MP  LP,HP  LP,LK  LP,HK  LP,LK,MP  LP,LK,MP,MK
    jumping    LP (press b + HK once you land)

   You can alternate between standing and crouching for the chains,
   and the Vanity Flip will still come out.
 - When you use the Psi-Thrust, you can pick which direction you want
   to move in during the start-up animation.  Should you do the
   secondary Psi-Thrust, you can change the direction again as well.
   If you do a diagonal Psi-Thrust into the floor, Psylocke will
   travel horizontally along it in the same direction.
 - The Psi-Maelstrom does pathetic damage for an HC (30 damage if you
   mash).  Anyone know what use this move has?
 - Psylocke has no overhead attacks.
 - Although Psylocke's command attacks are cancelable, the Vanity Flip
   is an exception.  It can only be hypercanceled into the Psi-Thrust
   or Kochou Gakure (on either hit).


 ------------------------------------------------------------------------
 ROCKMAN, Robot of Justice                     (MEGAMAN outside of Japan)
 ------------------------------------------------------------------------

 Rock Buster                    Press HP  (standing / crouching / air)
 Charge Shot                 H  Hold and release HP  (s. / c. / air)
 Item Kougeki                H  qcf + P  (see notes)
 Item "Rock Ball"               qcf + K
 Item "Leaf Shield"             qcb + K
 Item "Tornado Hold"            f,d,df + K
 Rock Upper                  H  f,d,df + P  (air)
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 Sliding                        d + HK

 Hyper Rockman                  qcf + PP, tap buttons rapidly  (air)
 Rush Drill                     qcf + KK, move b / f / ub~uf, press P / K
 Beat Plane                     qcb + KK, move in any direction  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  Charge Shot (2 hits)   Charge Shot (2 hits)    Hyper Rockman
 B:  HP Rock Upper          HP Rock Upper           Hyper Rockman
 y:  Charge Shot (2 hits)   HP Rock Upper           Hyper Rockman
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing HP / HK]  [df + HP]
 A.Rave Finishers:  HK, Rock Buster
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HK

 - The longer your charge the Charge Shot, the more hits it does (it's
   something like, a hit is added for every second you charge the move).
   You can even release it, and while your opponent is being hit, run up
   through your own fireball and attack them.
 - Rockman has the ability to use weapons given to him by Eddie
   (Fliptop).  Simply input qcf + P to fire the weapon.  The default
   weapon is the Tornado Hold, but you can get others by entering a
   specific command.  For example, if you entered qcb + K, Eddie would
   appear and toss a Leaf Shield ball onto the screen, which you could
   equip simply by walking over it.  Keep in mind that an enemy Rockman
   or Roll can also get an item by passing over it.  The items include:

    Rockball  (qcf + K) - When used, a soccer ball appears that can
    be knocked around by attacking it with any crouching kick. The ball
    will rebound off of the walls, ceiling, and ground for a while
    before vanishing.

    Tornado Hold  (f,d,df + K) - When used, Rockman throws out a little
    fan that creates a tornado (the height has been reduced since MvC).
    The Tornado Hold can hit an opponent while they're lying prone on
    the ground, too.  This move does no damage if blocked.  I have
    trouble doing the move this way and prefer using qcf,qcf + K, myself.

    Leaf Shield  (qcb + K) - When used, Rockman creates a shield of
    spinning leaves around him that gives him a one-hit auto block.
    This means that if he is hit, he takes no damage, but the shield
    dissolves.  Unlike Super Armor, this means that he is technically
    invincible to everything except throws and multi-hit moves.  You
    can do a Final Justice, and he will not take the hits; ditto
    with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's
    Ultimate Web Throw!  This move does no damage if blocked.

    When the Item Kougeki command is repeated (qcf + P), Rockman will
    fire the shield forward.  This attack can be used in air.  Note
    that you can't pick up another item while the Leaf Shield is active,
    and that it wears off when you're hit, or after a certain amount of
    time has passed.

 - The only time when you can hypercancel out of the Item Kougeki is
   when you fire the Leaf Shield.
 - During the Rush Drill, you can move back or forward, or jump in any
   direction.  Pressing P or K will make your rush forward (no pun
   intended), but will not increase the number of hits.  Rockman is
   invincible and does not take damage if he's attacked during this
   HC.
 - During the Beat Plane, you can fly in any direction.  Tapping P makes
   you fire little fireballs, while tapping K makes you drop missiles.


 ------------------------------------------------------------------------
 ROGUE, Superior Mutant Girl
 ------------------------------------------------------------------------

 Repeating Punch             H  qcf + P  (air)
 Power Drain                    qcb + K  (air)
 Rising Repeating Punch      H  f,d,df + P, tap buttons rapidly
 Power Dive Punch               f,d,df + K, press K to dive sooner
 Kuuchuu Dash                   In air, tap f,f / press PP
 (diving kick)                  In air, d + HK

 "Goodnight, Sugah"             qcf + PP
 Hyper Repeating Punch          Done during a Variable Combination

     partner assist         variable counter       variable combination
     ------------------------------------------------------------------- 
 a:  HP Rising R. Punch     HP Rising R. Punch     Hyper Repeating Punch
 B:  HP Repeating Punch     HP Repeating Punch     Hyper Repeating Punch
 y:  HK Power Drain         HK Power Drain         Hyper Repeating Punch

 Chain Combo Type:  [Ground 6]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [Standing HK]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, Repeating Punch
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Taunt, Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Power Dive Punch

 - During Rogue's Power Dive Punch, you can press K while she's rising
   to make her go straight into the dive.  The damage remains the same,
   too.
 - Rogue's taunt can hit an opponent for 1 point of damage (although
   it can't kill someone, no matter how low their life is). 
 - Rogue's Power Drain and "Goodnight, Sugah" HC no longer steal powers
   from hit characters.  Instead, she gets a bonus to one of her
   abilities (speed, attack power, defense power, etc.) for a limited
   duration.  The bonus ability ends when your timer runs out, or you
   switch out.  The bonus changes depending on the character, and all the
   bonuses are listed below.
 - If something is listed in parenthesis after a character, it means that
   the bonus changes under those conditions.  For example, Jin will give
   you a Defence Up bonus normally, but when he has Super Armor, you will
   get a Super Armor bonus.  Similarily, when Silver Samurai has used his
   Touki "Ikazuchi" ability, the bonus changes from Defence Up to Speed
   Up.  The list is as follows:

   DEFENCE UP:  Captain America (without his shield), Colossus, Dr. Doom,
   Guile, Iceman, Iron Man, Jin Saotome, Magneto, Omega Red, Roll, Ruby
   Heart, Sakura Kasugano, Silver Samurai, Spiral, Tron Bonne, War
   Machine, Zangief.

   LIFE UP:  Anakaris, Bulleta, Dan Hibiki, Dhalsim, Jill Valentine,
   Kobun, Shuma-Gorath, Spiral (Metamorphose).

   POWER UP:  Amingo, Blackheart, Cable, Captain America (with shield),
   Captain Commando, Cyclops, Gouki, Hayato (Plasma Field), Juggernaut
   (Cyttorak Power-Up), Ken Masters, Nash, Rockman, Ryu, Sabretooth,
   Sakura Kasugano (Hiyakeshita Sakura), Silver Samurai (Touki "Honoo"),
   Spiral (Power Dance), Shuma-Gorath (Chaos Dimension), Thanos, Vega,
   Venom.

   SPEED UP:  Cammy, Chun-Li, Felicia, Gambit, Hayato, Marrow, Morrigan,
   Psylocke, Silver Samurai (Touki "Ikazuchi"), Sonson, Spider-Man,
   Spiral (Speed Dance), Storm, Strider, Wolverine, Adamantium-less
   Wolverine.
       
   SUPER ARMOR:  Hulk, Jin Saotome (Super Armor), Juggernaut, Sentinel,
   Silver Samurai (Touki "Koori" x1-2).

   HYPER ARMOR:  Colossus (Super Armor), Rogue (when she's stolen the
   'Hyper Armor' ability from someone), Silver Samurai (Touki "Koori"
   x3), Zangief (Iron Body).

   NO BONUS:  Rogue (even when she has a bonus ability, as long as it
   isn't Hyper Armor), any Life Up bonus giving character when you
   already have full recoverable life.

 - As for the bonuses themselves, Defence Up reduces the damage you take
   from attacks, Power Up increases the damage your attacks inflict,
   Speed Up makes you move faster (and your attacks come out quickly,
   allowing you to do combos like LP,LK,MP,MK,LP,MP), Life Up restores
   any red (recoverable) life you might have.
 - With Super Armor, it's a different story.  If you kiss any of the
   characters who give you super armor, a little orange meter appears
   and you have super armor like you normally would.
 - If you kiss any of the characters who give you Hyper Armor (like
   Silver Samurai after three uses of his Touki "Koori" HC), then the
   announcer still says 'Super Armor'.  However, your meter will be
   gray instead of orange, and you actually have Hyper Armor.  What's
   more, the ground shakes when you walk ;)  Finally, although Rogue
   normally gets no abilities from kissing another Rogue with a stolen
   ability, she can get Hyper Armor from another Rogue who has already
   stolen this ability.  If both Rogues kept lip-locking, you could
   both have Hyper Armor for the entire match ;)  For more information
   on Super Armor and Hyper Armor, please see the Gameplay Notes
   section.
 - Note that for both Super and Hyper Armor, each time the 'armor' is
   activated, the timer gauge will stop counting down momentarily.
   This means that the more you're attacked, the longer you keep your
   armor.
 - Rogue's Diving Kick is cancelable.


 ------------------------------------------------------------------------
 ROLL, Gentle-Hearted Pretty Doll
 ------------------------------------------------------------------------

 Roll Buster                 H  qcf + P  (air)
 Item Kougeki                H  qcb + P  (see notes)
 Item "Rockball"                qcf + K
 Item "Leaf Shield"             qcb + K
 Item "Tornado Hold"            f,d,df + K
 Hana-taba Bakudan           h  f,d,df + P  (air)
 2 Dan Jump                     Press ub~uf (x2)
 Sliding                        d + HK
 (upper kick)                   In air, u + HK

 Hyper Roll                     qcf + PP, tap buttons rapidly  (air)
 Rush Drill                     qcf + KK, move b / f / ub~uf, press P / K
 Beat Plane                     qcb + KK, move in any dir., tap P / K

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Roll Buster         LP Roll Buster          Hyper Roll
 B:  HP Hana-taba Bakudan   HP Hana-taba Bakudan    Hyper Roll
 y:  HP Hana-taba Bakudan   LP Roll Buster          Hyper Roll
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Upper Kick
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching MP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Sliding animation
 Snapback Attack:   Standing HK

 - Roll has the ability to use weapons given to her by Eddie (Fliptop).
   Simply input qcb + P to fire the weapon.  The default weapon is the
   Rockball, but you can get others by entering a specific command.  For
   example, if you entered qcb + K, Eddie would appear and toss a Leaf
   Shield ball onto the screen, which you could equip simply by walking
   over it.  Keep in mind that an enemy Roll or Rockman can also get an
   item by passing over it.  The items include:

    Rockball  (qcf + K) - When used, a soccer ball appears that can
    be knocked around by attacking it with any crouching kick. The ball
    will rebound off of the walls, ceiling, and ground for a while
    before vanishing.

    Tornado Hold  (f,d,df + K) - When used, Roll throws out a little fan
    that creates a tornado (the height has been reduced since MvC).  The
    Tornado Hold can hit an opponent while they're lying prone on the
    ground, too.  This move does no damage if blocked.  I have trouble
    doing the move this way and prefer using qcf,qcf + K, myself.

    Leaf Shield  (qcb + K) - When used, Roll creates a shield of spinning
    leaves around her that gives her a one-hit auto block. This means
    that if she is hit, she takes no damage, but the shield dissolves.
    Unlike Super Armor, this also means that she is technically
    invincible to everything except throws and multi-hit moves.  You can
    do a Final Justice, and she will not take the hits; ditto with
    Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate
    Web Throw!  This move does no damage if blocked.

    When the Item Kougeki command is repeated (qcb + P), Roll will fire
    the shield forward.  This attack can be used in air.  Note that you
    can't pick up another item while the Leaf Shield is active, and that
    it wears off when you're hit, or after a certain amount of time has
    passed.

 - The only time when you can hypercancel out of the Item Kougeki is
   when you fire the Leaf Shield.
 - Personally speaking, I find the Hana-taba Bakudan pretty hard to
   pull off consistently (I keep getting the Roll Buster).  One way
   you can get around this is to perform it as qcf,qcf + P instead of
   f,d,df + P.
 - During the Rush Drill, you can move back or forward, or jump in any
   direction.  Pressing P or K will make your rush forward (no pun
   intended), but will not increase the number of hits.  Roll is
   invincible and does not take damage if she's attacked during this
   HC.
 - During the Beat Plane, you can fly in any direction.  Tapping P makes
   you fire little fireballs, while tapping K makes you drop missiles.
   Roll can't do this move in mid-air like Rockman can.


 ------------------------------------------------------------------------
 RUBY HEART, Female Pirate Sailing the Ocean
 ------------------------------------------------------------------------

 "She is a female pirate sailing the ocean.  She has control over hidden
  magical powers which she uses in battle!"

 Cheval Seller               H  qcf + P, then dir. + P x2  (air)
 Suprˆmation                 H  qcf + K
 Fant“me                     H  qcb + K
 Rafale Canon                H  hcb + P

 Flan Mer                       qcf + PP, then dir. + P x4  (air) 
 Pare-tonn‰re                   qcf + KK
 Milles Fant“mes                qcb + KK
 Tour de Magie                  HK,LP,d,LK,HP
 
     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LK Suprˆmation         LK Suprˆmation          Pare-tonn‰re
 B:  HP Rafale Canon        HP Cheval Seller        Milles Fant“mes
 y:  Power-Up Orb           LK Suprˆmation          Flan Mer
            
 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
                    [Standing HK (vs. an airborne enemy)]
 A.Rave Launchers:  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching MP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - In Ruby Heart's Gamma Assist, she holds out an orb, that when taken,
   makes all your attacks do more damage for a short period of time.
   Only you can take the orb, not your opponent.
 - When you do a Variable Counter with the Beta version of Ruby Heart,
   her HP Cheval Seller is _not_ controllable, unlike most V. Counters.
 - Since Ruby Heart's standing HK launches airborne opponents, don't
   forget to use it after a crouching MP or close Suprˆmation!
 - The Fant“me does very little damage; however, once a character is hit,
   the ghost clings to them and drains away their HC gauge power.  After
   a while, it disappears--this also happens if you're hit or you use
   the Milles Fant“mes HC (which, by the way, does physical damage and
   drains no HC power).  Interestingly enough, this move stays on-screen
   even if you switch out.
 - The LP version of the Rafale Canon results in Ruby attacking if the
   thrown anchor hits.  I managed to catch Ken out of his Shouryuu Reppa
   with this, which makes me wonder how much priority it has (must be
   pretty good).  For the HP version, she simply traps her opponent
   in the anchor's chain, leaving them momentarily vulnerable.
 - I find that the easiest way to get maximum hits from the Flan Mer is
   to go horizontal, up, diagonally up-forward, up, diagonally up forward
   or up-back (depending).  It's the one juggle pattern I've found that
   I can actually do with some consistency ;)
 - The Tour de Magie is a Level 1 HC, and it's blockable.  When used,
   Ruby Heart drops a barrel on her opponent.  You can then use LP or LK
   to throw knives into eight slots on the barrel (four on top, four on
   the bottom)--each time a knife hits the barrel, your victim takes
   damage.  However, if you put a knife into the wrong hole, it explodes
   prematurely and your opponent flies out.  Once you get four holes
   filled, the game ends.  If you hit an airborne opponent with this,
   they fly up into the air, as if you'd hit them with a Variable
   Attack, intead of getting trapped in the barrel.
 - Anyone know the historical background of the barrel game?  Something
   similar like it is played in the old TG-16 CD game 'Dragon Slayer',
   intrestingly enough, with a pirate in a secret pirate base.


 ------------------------------------------------------------------------
 RYU, a Superior Warrior Searching for Truth
 ------------------------------------------------------------------------

 Hadou Ken                      H  qcf + P  (air)
 Tatsumaki Senpuu Kyaku         H  qcb + K  (air)
 Shouryuu Ken                   H  f,d,df + P
 Sakotsu Wari                      f + HP
 Senpuu Kyaku (ground)             f + HK
 Senpuu Kyaku (jumping)            In air, u + HK
 Mae Geri                          In air, u + MK
                         
 Shinkuu Hadou Ken                 qcf + PP, tap buttons rapidly  (air)
 Shinkuu Tatsumaki Senpuu Kyaku    qcb + KK
 Shin Shouryuu Ken                 f,d,df + PP  (Level 3)

    partner assist         variable counter        variable combination
    -------------------------------------------------------------------- 
 a: HP Shouryuu Ken        HP Shouryuu Ken         Shinkuu Hadou Ken
 B: HP Hadou Ken           HP Hadou Ken            Shinkuu Hadou Ken 
 y: HK Tatsumaki Senpuu K. HK Tatsumaki Senpuu K.  Shinkuu Tatsumaki SK.
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Senpuu Kyaku, Hadou Ken, Tatsumaki Senpuu
                    Kyaku
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Sakotsu Wari (hits once; not an overhead)

 - The Sakotsu Wari is an overhead attack and must be blocked high.
 - The Shin Shouryuu Ken is now a Level 3 Hyper Combo.  It still works
   in the same way, though--on the ground it is a three-hit attack that
   does high damage, and if you hit an airborne opponent, it becomes
   a seven-hit attack that does significantly less damage.


 ------------------------------------------------------------------------
 SABRETOOTH, Assassin Thirsting for Blood
 ------------------------------------------------------------------------

 Berserker Claw              H  qcf + P
 Wild Fang                      hcb + P
 Armed Birdie                h  hcb + K
 Sankaku Tobi                   Jump ub against a wall, press uf / f

 Berserker Claw X               qcf + PP 
 Weapon X Rush                  f,d,df + PP
 Heavy Armed Birdie             hcb + KK
 Hyper Berserker Claw           Done during an (a) Variable Combination

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Berserker Claw      HP Berserker Claw       Hyper Berserker Claw
 B:  LK Armed Birdie        HK Armed Birdie         Heavy Armed Birdie
 y:  2nd hit of s. HP       2nd hit of s. HP        Heavy Armed Birdie
            
 Chain Combo Type:  [Ground 3]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing / Crouching HP]   [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing MP

 - The 'Hyper Berserker Claw' comes out in different ways depending on
   your Variable Combination Setup.  For example, if you do it by
   yourself, or you're using more than one Alpha Sabretooth, then the
   initiating character will do the normal Berserker Claw X, while the
   other character(s) do a two hit version.  In any other setup where
   you're using Sabretooth and he's not the one to initiate the Variable
   Combination, he'll do a one-hit version.
 - It's possible to trade hits with the Wild Fang, in which case your
   enemy will be hit but not thrown.  This will leave them stunned
   for a moment, so if you recover fast enough, you can get close and
   attack them.


 ------------------------------------------------------------------------
 SAKURA KASUGANO, Female High School Student Street Fighter
 ------------------------------------------------------------------------

 Hadou Ken                   H  qcb + P  (air)
 Shou'ou Ken                 H  qcf + P  (air)
 Shunpuu Kyaku                  qcb + K  (air)
 Flower Kick                    f + HK

 Shinkuu Hadou Ken              qcb + PP
 Midare Zakura                  qcf + PP
 Haru Ichiban                   qcb + KK
 Hiyakeshita Sakura             b,d,db + LK  (Level 3)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Shou'ou Ken         HP Shou'ou Ken          Haru Ichiban
 B:  HP Hadou Ken           HP Hadou Ken            Shinkuu Hadou Ken
 y:  MK Shunpuu Kyaku       MK Shunpuu Kyaku        Midare Zakura
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MK]  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Haru Ichiban
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Taunt
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HK

 - Sakura's taunt can hit an opponent for 1 point of damage (although
   it can't kill someone, no matter how low their life is).  There is
   no difference between Sakura and Hiyakeshita Sakura's taunts, unlike
   in MSHvSF (in which Hiyakeshita Sakura earned SC power from taunting
   even when it didn't hit).
 - The Shou'ou Ken has a shield around it that will negate normal
   projectiles.  If Sakura can't hit her opponent, she'll stop and won't
   do the uppercut part.  In the air, she'll just drop to the ground.
 - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked
   high.
 - Unlike other 'auto-combo' moves, the Midare Zakura will result in
   full hits on characters with Hyper Armor (instead of stopping short).
   My guess as to why her move works when other people's don't?  Let's
   just say, she was trained by the best fighter out there :)
 - When you input b,d,db + K, Sakura will transform into Hiyakeshita
   Sakura.  She stays this way until you change back (either way, it
   still costs you 3 levels of HC power).
 - You can tap the buttons and wiggle the joystick during Sakura's HP
   hold to do more damage.


 ------------------------------------------------------------------------
 HIYAKESHITA SAKURA                                    (Sunburned Sakura)
 ------------------------------------------------------------------------

 Hadou Ken                   H  qcf + P  (air)
 Shunpuu Kyaku               H  qcb + K  (air)
 Shou'ou Ken                    f,d,df + P  (air)
 Ashura Senkuu                  f,d,df / b,d,db + PP / KK
 Flower Kick                    f + HK

 Shinkuu Hadou Ken              qcf + PP, tap buttons rapidly
 Midare Zakura                  qcf + KK
 Haru Ichiban                   qcb + KK
 Shun Goku Satsu                LP,LP,f,LK,HP  (Level 3)
 Hiyakeshita Sakura             b,d,db + LK  (Level 3)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Shou'ou Ken         HP Shou'ou Ken          Haru Ichiban
 B:  HP Hadou Ken           HP Hadou Ken            Shinkuu Hadou Ken
 y:  MK Shunpuu Kyaku       MK Shunpuu Kyaku        Midare Zakura
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MK]  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, Hadou Ken
 Flying S. Ground:  Haru Ichiban
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HK

 - Sakura's taunt can hit an opponent for 1 point of damage (although
   it can't kill someone, no matter how low their life is).  There is
   no difference between her and normal Sakura's taunts, unlike in
   MSHvSF (in which Hiyakeshita Sakura earned SC power from taunting
   even when it didn't hit).
 - In the air, the Shou'ou Ken has a shield around it that will negate
   normal projectiles.  This version of Sakura does the uppercut part
   of this move regardless of whether she hits or misses.  Like normal
   Sakura, she'll bounce away if the move is blocked, but if you're
   far enough to allow her to do the uppercut part, the enemy will
   take those hits for block damage.  If this move is done in the air
   and misses, Sakura will drop to the ground.
 - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked
   high.
 - The Shun Goku Satsu is unblockable.
 - You can tap the buttons and wiggle the joystick during Sakura's HP
   hold to do more damage.


 ------------------------------------------------------------------------
 SENTINEL, Mutant Hunter Robot
 ------------------------------------------------------------------------

 Rocket Punch (Downwards)    H  qcf + LP  (air)
 Rocket Punch (Forward)      H  qcf + HP  (air)
 Rocket Punch (Upwards)      H  f,d,df + P  (air)
 Sentinel Force              h  qcf + K  (see notes)
 Hikou                          qcb + KK, repeat to end  (air)
 
 Plasma Storm                   qcf + PP, tap buttons rapidly
 Hyper Sentinel Force           qcf + KK
 Hard Drive                     In air, qcf + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Rocket Punch        LP Rocket Punch         Hyper Sentinel Force
 B:  Standing HK            Standing HK             Hyper Sentinel Force
 y:  LK Sentinel Force      LK Sentinel Force       Hyper Sentinel Force
            
 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Rocket Punch
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing / Crouching HP
 Knockdown Attack:  Crouching HK (3rd hit)
 Variable Attack:   Jumping Kick (unique animation)
 Snapback Attack:   Standing HK

 - During the LK Sentinel Force, you can direct the mini-Sentinels up
   or down (letting go of the joystick makes them move back up).  During
   the HK Sentinel Force, you can delay when they release the bombs by
   holding HK.  You can hypercancel out of the LK version only.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  You can also use the Kuuchuu Dash to dash
   in any of the eight directions.  This move ends after a while, or
   if you are hit or perform the Hikou again.  It also ends if you
   perform the Hard Drive.
 - All of Sentinel's normal punches and kicks cause block damage.  His
   HP beam attacks do not, but from up close, they hit twice for double
   damage.
 - Sentinel's standing HK can go through Super Armor (his opponent will
   go into hit stun).


 ------------------------------------------------------------------------
 SHUMA-GORATH, Destructive God of Chaos
 ------------------------------------------------------------------------

 Mystic Stare                H  Charge b,f + P
 Mystic Smash                   Charge b,f + K  (air)
 Devitalization                 hcb + K  (only hits when close)
 Sekika                         In air, d + HK
 (upwards eye blast)            In air, u + HP

 Chaos Dimension                qcf + PP, touch with HP / HK  (Level 3)
 Hyper Mystic Smash             qcf + KK

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Mystic Stare        HP Mystic Stare         Hyper Mystic Smash
 B:  HK Mystic Smash        HK Mystic Smash         Hyper Mystic Smash
 y:  HP Mystic Stare        HK Mystic Smash         Hyper Mystic Smash

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [standing MK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP / HK, Crouching MK / HP / HK, Jumping HP
 Knockdown Attack:  None.
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HP

 - Shuma is an exceptionally sorry bastard this time around.  His Mystic
   Stare ends if you do either Punch or Kick throw (or air throw), but
   not if you do the Dvitalization.  On top of that, the Mystic Smash
   and Devitalization both do low damage (18 and 20 points respectively,
   which is nuts considering you can mash his Kick throw for 18 points
   and get back life anyway).  Plus, he can't grab Hyper Armored foes
   with his Chaos Dimension.
 - If the Mystic Stare hits, Shuma's eyes cling to his opponent for a
   while, flash rapidly, then explode for additional damage.  Shuma
   can't use the Mystic Stare until the eyes explode or are otherwise
   removed (this happens if Shuma's opponent switches out, if they
   manage to hit Shuma, or if the eyes explode).  From the maximum
   range of this move, it's possible for the eyes to hit once but
   none of them will stick.  Note that if Shuma switches out, the eyes
   automatically explode, but for only 5 points of damage).
 - The Mystic Stare's ranges have been reduced; the LP version goes
   just past half-screen and the HP version stops just short of full
   screen.  To make matters worse, you can hit your opponent dead-on
   with this move, and not all the eyes may hit.  At least the move
   now does damage for the intial hits--in MSHvSF you only took damage
   from blocking it, and getting hit by the eyes couldn't kill you
   (at least, not until they exploded).
 - When used as a Partner Assist or Variable Counter, the Mystic Stare
   will not stick to your opponent, but can hit up to 10 times.
 - During Shuma's Kick Throw, he gains back life that he drains from
   his opponent.  However, he can only earn back red (recoverable) life.
 - When you perform the Chaos Dimension, Shuma "snaps" at his opponent
   then begins to glow.  While he's glowing, his HP and HK attacks
   become short-range, unblockable 'touch attempts', whether you're
   standing, crouching, or in the air.  Only if you touch your opponent
   with a HP or HK attack will the Chaos Dimension go into full effect.
   Hitting with the 'snap' attack won't trigger the Chaos Dimension,
   and does no damage.
 - Shuma will remain glowing until a certain amount of time has passed,
   or until he's made a touch attempt.  While glowing, he cannot use
   any special moves (even, say, the upwards eye blast), and if his
   opponent had been Mystic Stared, the eyeballs will vanish.  On the
   bright side, you can now use your LP, LK, MP, and MK attacks (which
   remain as normal attacks), to combo the crap out of your opponent.
   And trust me, you can't get a better finish for an air combo than
   a Chaos Dimension :)  As an added bonus, Shuma can OTG after the
   Chaos Dimension finishes, just like he could in MSH.
 - You can tap the buttons and wiggle the joystick during Shuma's
   HK hold to do more damage.


 ------------------------------------------------------------------------
 SILVER SAMURAI, Warrior in Silver Armor
 ------------------------------------------------------------------------

 Shuriken                    H  qcf + P, direct d / u  (air)
 Hyakuretsu Tou              H  f,d,df + P, tap P / K rapidly
 Hyakuretsu Tou              H  Tap P rapidly, then tap P / K rapidly
 Fumikomi Hyakuretsu Tou     H  Tap f,f during Hyakuretsu Tou
 (endless slashes)              Tap LP,LP repeatedly
 (low slash)                    Press HP,HP

 Chou Shuriken                  qcf + PP  (or in air after T. "Kaminari")
 Raimei Ken                     qcf + KK, tap buttons rapidly
 Hyouga Ken                     qcf + KK after Touki "Koori"
 Homura Ken                     qcf + KK after Touki "Honoo"
 Touki "Kaminari"               qcb + P
 Touki "Koori"                  qcb + LK
 Touki "Honoo"                  qcb + HK
 Hyper Hyakuretsu Tou           Done during an (a) Variable Combination
                
     partner assist      variable counter     variable combination
     ------------------------------------------------------------------- 
 a:  HP Hyakuretsu Tou   HP Hyakuretsu Tou    Hyper Hyakuretsu Tou
 B:  HP Shuriken         HP Shuriken          Chou Shuriken
 y:  Crouching HP        Crouching HP         Raimei/Hyouga/Homura Ken

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
                    [Ground 6 / Jumping 6 during Touki "Kaminari"]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Shuriken, Chou Shuriken (in Kaminari mode)
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     Standing HK / Crouching MK / Low Slash
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing MK
               
 - The Shuriken hits less times if thrown from further away.  This
   doesn't apply if you're using a 'Touki' mode, though (see below).
 - Both the Shuriken and Chou Shuriken can be directed to fly upwards
   and/or downwards when thrown (this even applies to throwing them in
   air).  This comes in handy since some characters can duck under the
   Shuriken (like Sakura or Roll).  You can also use either attack to
   hit someone off the ground (crouching HK, downward Shuriken makes an
   easy combo).  Note that when you let go of the controller, the
   Shuriken flies forward (this can be a problem in "Koori" mode since
   you recover while the Shuriken is still flying).
 - Sadly, the Shuriken can be destroyed by your opponent's normal attacks
   (even if you're using a 'Touki' mode).  The same applies to the Chou
   Shuriken--multi-hit attacks (War Machine's crouching HP laser, Ryu's
   super hurricane kick) will destroy all the projectiles, as well single
   hit HC projectiles (like Sonson's POW).
 - The Hyakuretsu Tou can be performed by entering f,d,df + P, or by
   tapping P rapidly until the move begins.  Once the move has started,
   tapping P / K results in more slashes.  You can also dash during this
   move by tapping f,f.
 - The Endless Slashes work a little differently than normal moves.  If
   you press LP during the animation of the first LP, then you'll do an
   MP attack.  If you wait for the animation to end and press LP again,
   then you do the second (different-looking) LP slash.  Both slashes
   do the same amount of damage, though.
 - One really annoying thing about Silver Samurai is that the range on
   some of his attacks is misleading.  For example, his crouching HK
   looks like it'd hit from a great distance, but in fact the whole
   blade can go through opponent, as only the hand holding the blade
   actually hits.
 - The most complex aspect of the Silver Samurai is his Touki Hyper
   Combos.  When you use a Touki move, the Silver Samurai's abilities
   change in many ways.  What's more, you can perform the Touki move two
   or three times total (while the same Touki is in effect), in order to
   improve it's effects.  The Touki HCs are explained in detail below:

 - When Touki "Kaminari" is used:
     > He can now do 6-hit chains on the ground and while jumping.
     > The Shuriken hits the same number of times no matter where you
       are when it is thrown.
     > His Shuriken and Chou Shuriken move faster.
     > He can throw the Chou Shuriken in mid-air.
     > The Raimei Ken seems to have a harder time comboing all the hits
       together, from what I can tell.

   When Touki "Koori" is used:
     > He gets Super Armor while on the ground.
     > He gets Hyper Armor in the ground and air after the 3rd usage.
     > The Shuriken hits the same number of times no matter where you
       are when it is thrown.
     > The Shuriken takes longer to come out, but he recovers faster,
       so he can combo off of it if close.
     > The Hyakuretsu Tou has less start-up lag.
     > The Raimei Ken is replaced with the Hyouga Ken.  When performed,
       he leaps forward or backward to the center of the screen and
       creates a layer of ice across the ground, freezing a hit opponent
       momentarily.  The damage is not very good, but it must be crouch-
       blocked.
  
   When Touki "Honoo" is used:
     > All of his attacks (except his jumping LK) do block damage.
     > The Shuriken hits the same number of times no matter where you
       are when it is thrown.
     > His Shuriken and Chou Shuriken move faster, but not as fast
       as during Touki "Kaminari".
     > The LP Hyakuretsu Tou has more start-up lag, and the HP version
       will not even hit.  In both cases, the later you press a button
       during the start-up animation, the more hits you'll perform.
       However, you can still tap the buttons to get full hits even
       if you got a few or a lot of hits off of the start-up animation.
     > The Raimei Ken is replaced with the Homura Ken, in which he
       releases a spiral of fire directly upward.

 - Normally if you perform the same Touki (say, qcb + P while Kaminari
   is in effect), there is no gain to your "mode timer" at the bottom
   of the screen.  However, once the timer has gone below 50%, then
   doing the same Touki refills it to half full.  If you have a certain
   Touki mode going (say, Koori x2), and you do a different Touki, then
   you lose all previous bonuses and the timer fills up to maximum.
 - When you use the Touki modes, your attack and defense power change
   (and they change even moreso if you use the move more than once).
   For more information on the Touki effects, please see below:

  ALTERATIONS IN DEFENSE POWER
  ----------------------------
  The percents shown here were averaged out from the percents for each
  light, medium, and strong attack.  Since I totally suck at math, if
  someone wants to double-check this for me, go ahead.
    
  # of Uses    Kaminari    Koori     Honoo
  ------------------------------------------
     x1         130.5%     44.4%     155.5%
     x2         130.5%     44.4%     130.5%
     x3         100.0%     44.4%     100.0%
                                   

  ALTERATIONS IN ATTACK POWER
  ---------------------------
  This table lists how much damage the Silver Samurai's attacks do
  depending on how many times he's used his 'Touki' abilities.  The "*"
  indicates that the move hits twice, while the "<" means that you can
  press HP again for another hit doing that much damage.  Note that his
  repeating slash (tap LP,LP repeatedly), does the same amount of damage
  as the LP attacks listed below.  The top row is for standing punch
  attacks, while the other rows are for the rest of his attacks (his
  crouching and jumping punches and kicks, and his standing kicks).

                    One Usage       Two Usages      Three Usages
  --------------------------------------------------------------
  Normal     s.P    4  8* 10<4      ..........      ..........
             All    4  7  13        ..........      ..........

  Kaminari   s.P    2  3* 5<2       3  5* 7<3       ..........
             All    2  3  6         3  5  9         .......... 

  Koori      s.P    2  3* 5<2       3  5* 7<3       4  8* 10<4
             All    2  3  6         3  5  9         4  7  13

  Honoo      s.P    5  9* 12<5      5  9* 12<5      6 11* 15<6
             All    5  8  16        5  8  16        6 10  19

  Uh...if someone wants to put these into percents somehow, go ahead.
  I'm stumped, personally.


  ALTERATIONS IN OTHER MOVES, PART ONE
  ------------------------------------
  Here we have a chart listing all the damages and hits for each type
  of Hyakuretsu Tou; LP without adding hits, LP with adding hits, HP
  without adding hits, HP with adding hits, and the dashing Hyakuretsu
  Tou.  The last listing is for the Hyper Hyakuretsu Tou that only comes
  out during a Variable Combination (the scores are assuming you're
  using the alpha version of Silver Samurai, and that he's first up):

  # of          f,d,df   f,d,df   f,d,df   f,d,df    f,d,df   Alpha
  Usages         + LP    tap LP    + HP    tap HP     dash    PA+PB
  --------------------------------------------------------------------              
  Normal        12 x3    18 x5    15 x4    31 x13    24 x7    45 x13
  Kaminari       6 x3     8 x5     7 x4    16 x13    10 x7    19 x13
  Kaminari x2    9 x3    13 x5    11 x4    23 x13    17 x7    32 x13
  Kaminari x3    9 x3    13 x5    11 x4    23 x13    17 x7    32 x13
  Koori          7 x4     7 x4     9 x6    13 x10    10 x7    19 x13
  Koori x2      11 x4    11 x4    15 x6    20 x10    17 x7    32 x13
  Koori x3      15 x4    15 x4    21 x6    28 x10    24 x7    45 x13
  Honoo         10 x2    32 x8     0 x0    43 x18    30 x7    58 x13
  Honoo x2      10 x2    32 x8     0 x0    43 x18    30 x7    58 x13
  Honoo x3      12 x2    39 x8     0 x0    51 x18    36 x7    70 x13

  Note that the same scores apply if you do the Hyakuretsu Tou by
  tapping P instead of the f,d,df + P method.


  ALTERATIONS IN OTHER MOVES, PART TWO
  ------------------------------------
  Like the chart above, this one lists the hits and damages for Silver
  Samurai's Shuriken, Chou Shuriken, his qcf + KK Hyper Combos, his
  unique launcher, and all of this throws (HP or HK on the ground, HK
  in the air):
         
  # of Usages    Shuriken    Chou Shuriken   qcf+KK    df+HP    Throws
  --------------------------------------------------------------------
  Normal     14/16/18 x4/5/6    45 x18       ?? x?      14        16
  Kaminari         8 x1         29 x15       ?? x?       7         8
  Kaminari x2     12 x1         46 x15       ?? x?      10        12
  Kaminari x3     12 x1         46 x15       ?? x?      10        12
  Koori            9 x3         18 x15       20 x1       7         8
  Koori x2        12 x3         29 x15       30 x1      10        12
  Koori x3        18 x3         42 x15       40 x1      14        16
  Honoo           20 x6         45 x23       53 x44     17        20
  Honoo x2        20 x6         45 x23       53 x44     17        20
  Honoo x3        27 x6         55 x24       58 x44     21        24

  The qcf+KK listing changes depending on what mode Silver Samurai is in.
  I don't have any listings for the Raimei Ken (normal and Kaminari),
  since it's hard to get an average number of hits from the move.
  Basically, the Raimei Ken is best in Normal mode, since like all HCs,
  the damage goes down once you use Kaminari.  While it increases
  slightly if you use Kaminari again or three times in all, it still
  won't be as high as the normal Raimei Ken.  Furthermore, the Kaminari
  version seems to have trouble connecting all the hits.
 - To clarify a bit on the Variable Combination listing for a Gamma
   Silver Samurai, if you're currently using him, then you'll do whatever
   qcf + KK Hyper Combo is appropriate for your "mode" (so if you have
   "Honoo" on and you press PA + PB, he'll do the Homura Ken).  If he's
   not the active character, then he'll do the Raimei Ken no matter what.


 ------------------------------------------------------------------------
 SONSON, Small yet Heavenly Great Sage
 ------------------------------------------------------------------------
     
 "Sonson is a small but great Pureland sage who is training to learn the
 secret of immortality.  Her grandfather has given her his 'Nyoikinkobou'
 (Gold-Rimmed Wishing Rod) which cuts through the air!"

 Fuusetsu Zan                H  Tap P rapidly  (air)
 Shienbu                     H  qcf + P  (air)
 Seiten Rengeki              H  f,d,df + P  (air)
 Kingin no Hisago               hcb + P  (only hits when close)
 (ground crawl)                 hcf + K
 (wall climb)                   qcb + K
 (wall climb jump)              Press P during Wall Climb, move b / f
 (wall climb kick)           H  Press K during Wall Climb
 (cloud dash)                   In air, tap f,f / press PP
 (cloud backstep)               In air, tap b,b / press b + PP
 Gansai Hekiretsu               f + HP
 
 Tenchi Tsuukan                 qcf + PP  (air)
 POW                            qcf + KK
 En'ou                          qcb + PP, move b / f
 (monkey punch)                 Press LP during En'ou
 (monkey uppercut)              Press HP during En'ou
 (monkey fire breath)           Press K, direct d / u during En'ou
 Hyper En'ou                    Done during an (a/B) Variable Combination

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  Life-Up Peach          LP Fuusetsu Zan         Hyper En'ou
 B:  HP Shienbu             LP Shienbu              Hyper En'ou
 y:  HP Seiten Rengeki      LP Seiten Rengeki       Tenchi Tsuukan

 Chain Combo Type:  [Ground 6]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP / HK]  [df + HP / HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Pole Thrust, Standing HK
 Knockdown Attack:  Crouching HP
 Variable Attack:   Wall Climb Kick
 Snapback Attack:   Standing HP

 - During the Shienbu, the flying monkeys will "fan out" after a while.
   With the LP version, they fan out sooner (since they're moving
   slower).
 - The Kingin no Hisago is a blockable attack, but has a pretty decent
   range.
 - You can cancel the Ground Crawl by doing anything.  Is there any use
   for this move aside from going under moves?
 - You can't do anything during the Wall Climb until Sonson reaches the
   ceiling.  From there, until she reaches the ground again, you can
   jump off the wall, or do a flying kick.
 - Sonson's Alpha Assist makes her hold out a peach.  If you take it,
   you gain back a small amount of recoverable life.
 - The Tenchi Tsuukan can hit on the way up, and on the way down.
 - Be careful when using the POW--if blocked, Sonson remains in the same
   pose until the 'POW' letters leave the screen.  On the upside, this
   move has a pretty good range and I've even used it as anti-air once
   or twice.
 - During the En'ou, you have Hyper Armor, although all you can do is
   move back and forth and use the three attacks relegated to you.  The
   startup animation of this move can hit for minor damage, and you are
   invicible during the start of this move, too.
 - During a Variable Combination, the Alpha and Gamma versions of Sonson
   will do the En'ou transformation, but they are not controllable.
   Instead, they will spit fire in three directions (up, forward, and
   down) repeatedly.
 - The Gansai Hekiretsu is cancelable.


 ------------------------------------------------------------------------
 SPIDER-MAN, Your Favorite Neighborhood Hero
 ------------------------------------------------------------------------

 Web Ball                    H  qcf + P  (air)
 Web Swing                   H  qcb + K  (air)
 Web Throw                   h  hcb + P  (tap in any dir + P / K rapidly)
 Spider Sting                H  f,d,df + P, if it hits, press P again
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 Kuuchuu Dash                   In air, tap f,f / press PP
 
 Maximum Spider                 qcf + PP, direct d / f / u  (air)
 Crawler Assault                qcf + KK
 Ultimate Web Throw             qcb + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Web Ball            HP Web Ball             Crawler Assault
 B:  HK Web Swing           HK Web Swing            Crawler Assault
 y:  HP Spider Sting        HP Spider Sting         Crawler Assault

 Chain Combo Type:  [Ground 3]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP / HK]
                    [Standing HK (vs. an airborne enemy)]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Web Throw
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Maximum Spider Kick
 Snapback Attack:   Standing HP

 - An opponent hit by the Web Ball is encased in web wrappings.  The
   stronger the button used, the longer they remain encased.  You can
   attack an encased opponent any way you'd like, but using a second
   Web Ball will not re-trap them.
 - The Web Throw will not connect if Spidey hits an opponent who is
   far away from him (since he is no longer holding onto the web
   strand), or if that person has just been hit by the Web Ball and
   is trapped.  Rotating the joystick no longer increases the damage
   this move does; instead, you have to tap in one direction repeatedly
   while tapping any button rapidly (for example, tap uf rapidly while
   pressing HK as fast as you can).  You can get higher than normal
   damage this way, although I have yet to figure out the maximum amount
   of damage you can get from doing this.
 - The Maximum Spider can home in on your enemy's location a bit,
   but not very well.  If someone is above you or below you, it's
   best to direct the attack by pressing up or down.  If they're in
   front of you, hold f to dive straight forward.
 - Spidey's second launcher is a standing HK.  If he hits an enemy
   with it, you can press up to Super Jump--however, the enemy will
   not fly up into the air with you.  They won't be launched unless
   they get hit by the HK while they're already airborne.  So, if you
   want to get both you and your enemy in the air at the same time,
   either hit them with the HK while they jump at you, or knock them
   off the ground with a crouching MK and chain into the standing HK.


 ------------------------------------------------------------------------
 SPIRAL, Witch from the Strange Dimension
 ------------------------------------------------------------------------

 Six-Hand Grapple               f,d,df + P, then d / u  (air)
 Dancing Sword                  hcb + P, throw swords with LP / MP  (air)
 Tsurugi Tobashi: Forward    H  qcf + LP after Dancing Sword  (air)
 Tsurugi Tobashi: Upward     H  qcf + HP after Dancing Sword  (air)
 Tsurugi Tobashi: Circular   H  qcf + LK after Dancing Sword  (air)
 Tsurugi Tobashi: Six-Way    H  qcf + HK / LK + HP after D. Sword  (air)
 Teleport Dance                 qcb + LK, then hold (d +) P / K  (air)
 Kyuukouka Dance                In air, qcb + HK
 (triple arm strike)            In air, d + MP
 (lower punch)                  In air, d + HP

 Stampede Sword                 qcf + PP
 Power Dance                    qcf + KK  (air)
 Speed Dance                    qcb + KK  (air)
 Metamorphose                   qcb + PP, grab w/ P  (air)  (Level 3)
 Hyper Metamorphose             Done during a (y) Variable Combination

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Tsurugi Tobashi     LP Tsurugi Tobashi      Stampede Sword
 B:  HP Tsurugi Tobashi     HP Tsurugi Tobashi      Stampede Sword
 y:  Standing HP            Crouching HP            Hyper Metamorphose

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Lower Punch
 Flying S. Ground:  Metamorphose
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching HP
 Knockdown Attack:  None.
 Variable Attack:   Jumping MK
 Snapback Attack:   Crouching HP

 - The Six-Hand Grapple is an anti-air attack.  After grabbing an
   opponent, you will throw them straight forward, but you can always
   hold up or down to throw them in those directions.  This also
   applies to her mid-air throw (you can throw them up or down).
 - When you using the Dancing Sword, six swords appear and spin around
   Spiral.  They can be thrown by tapping LP at any time, and can be
   used to perform several of her other special moves (the Tsurugi
   Tobashi ones), even if you don't have the full regiment of swords
   around you.  She loses all the swords when she is hit, though, or
   if she performs any throw move.
 - You can perform the Tsurugi Tobashi: Six-Way with either HK or
   LK + HP, and for the life of me I can't figure out what the
   difference is.
 - The Teleport Dance will make Spiral warp to a specific location
   depending on what you do:

    qcb + LK             Spiral appears over her opponent's head.
    qcb + hold LK        Spiral appears in the lower-left corner.
    qcb + hold LP        Spiral appears in the center of the playfield.
    qcb + hold HK        Spiral appears in the lower-right corner.
    qcb + hold HP        Spiral appears in the upper-right corner.
    qcb + hold d + LK    Like (hold LK), but she's closer to her enemy.
    qcb + hold d + HK    Like (hold HK), but she's closer to her enemy.
    qcb + hold d + LP    Like (hold LP), but she's closer to her enemy.
    qcb + hold d + HP    Like (hold HP), but she's closer to her enemy.
                                      
 - The Kyuukouka Dance makes Spiral fall to the ground quickly.  The
   move itself doesn't hit, but if you make an attack, you'll continue
   to fall quickly while your attack is coming out.  This move can be
   done again while falling, but I don't know what the purpose would be.
 - When Spiral uses the Power Dance, her attacks inflict more damage.
   When she uses the Speed Dance, she walks and jumps faster, and her
   attacks animate quickly.  This allows her to link attacks and do
   combos like; LP,MP,LP,MP for example).
 - Like Shuma's Chaos Dimension, when you use the Metamorphose, Spiral
   starts to glow.  Although the startup animation can hit an opponent,
   it does no damage, and in fact the real HC doesn't go into effect
   until you grab your opponent which can be done by pressing any Punch
   when standing, crouching, or jumping.  Normally this move does 27
   hits, although if you manage to hit someone with the startup animation
   and then grab them out of that, it only hits 15 times (but still does
   almost the same amount of damage).  As with Shuma-Gorath, the grab
   animations are unblockable attacks, and they can be comboed into from
   a kick attack.
 - You can tap the buttons and wiggle the joystick during Spiral's HP
   hold to do more damage.


 ------------------------------------------------------------------------
 STORM, Great Nature Goddess
 ------------------------------------------------------------------------

 Whirlwind                   H  qcf + K  (air)
 Double Typhoon              H  hcb + K  (air)
 Lightning Sphere            H  In air, qcb + P
 Lightning Attack            H  Press (dir. +) LK + HP (x3) (air)
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 (lightning strike)             In air, d / u + MP
 (air float)                    Hold ub~uf after jumping

 Lightning Storm                hcf + PP, tap buttons rapidly?  (air)
 Ice Storm                      qcb + PP, tap buttons rapidly

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HK Whirlwind           HK Whirlwind            Lightning Storm
 B:  f  Lightning Attack    f Lightning Attack      Lightning Storm
 y:  LK Double Typhoon      LK Double Typhoon       Ice Storm

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [Crouching HP / HK]  [df + HP / HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching MK
 Variable Attack:   Jumping HP
 Snapback Attack:   Standing HP

 - Storm's jumping MP (which used to be the Lightning Sphere attack), is
   now just the sphere throw animation with no projectile--you can even
   do the up or down versions, if you want to (although the u + MP
   version has a pretty bad range).  To make matters worse, you can only
   throw the Lightning Sphere forward (qcb + LP), or downward (qcb + HP),
   and not upward.
 - Storm's Whirlwind and Double Typhoon are now performed with a Kick
   button, and her Lightning Storm command is done with a half-circle
   motion.  Why this is so is beyond me.
 - This file is only to be found at game faqs dot com. -k.m.
 - You can redirect the Lightning Attack by pressing in any direction
   before or after Storm starts flying.  You can also start a new
   Lightning Attack during the old one.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  You can also use the Kuuchuu Dash to dash
   in any of the eight directions.  This move ends after a while, or
   if you are hit or perform the Hikou again.  It also ends if you
   perform the Lightning Attack.
 - If you're using Gamma Storm, your Variable Combination HC will be the
   Ice Storm.  Therefore, it's a good idea not to start a V. Combination
   when you're using Storm, since she'll back away before attacking, and
   your allies will appear where she is, instead of in front of your
   opponent.


 ------------------------------------------------------------------------
 STRIDER HIRYU, Living as a Modern Day Ninja
 ------------------------------------------------------------------------

 Ame no Murakumo             H  qcf + P
 Excalibur                      In air, qcf + P / K
 Kuuchuu Gram                   In air, f,d,df + P
 Gram                        H  f,d,df + P / K
 Warp                           b,d,db + P / K
 Vajra                          qcb + K
 Formation A                 H  qcf + K
 Formation B                    Charge b,f + P
 (formation B fire)          H  Charge b,f + P after Formation B  (air)
 Formation C                 h  Charge b,f + K
 Kabe Hari Tsuki                qcb + P
 Uwa Idou / Shimo Idou          Hold d / u while clinging to a wall
 Hantai Soku no Heki e Idou     Tap b,f while clinging to a wall
 Chakuji                        Press f while clinging to a wall
 Cipher Kougeki                 Press P while clinging to a wall
 Jimen ni Tobigeri              Press K while clinging to a wall
 Sliding Heel                   Press d + K while clinging to a wall
 Sliding Kick                   df + HK
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 2 Dan Jump                     Press ub~uf (x2)

 Ragnarok                       f,d,df + PP 
 Ouroboros                      qcf + PP
 Legion                         qcf + KK

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Ame no Murakumo     LP Ame no Murakumo      Legion
 B:  HK Vajra               LK Vajra                Legion
 y:  HK Formation A         LK Formation A          Legion

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP,HK
 Knockdown Attack:  Crouching HK, Sliding Kick
 Variable Attack:   HK Jimen ni Tobigeri Kick
 Snapback Attack:   Standing HK

 - When using the Vajra, LK makes you appear on the left side of the
   screen, while HK makes you appear on the right side.  Unlike most
   moves, this doesn't change, even if you're on the other side of
   the screen.
 - The button used for the Warp determines where Hiryu will show up.
   LP is in the upper-left corner, HP is the upper-right, LK is the
   lower left, and HK is the lower right.  For either Punch version,
   you can make attacks while you fall (normal moves, special moves,
   etc.)  You can actually combo into this with either Formation A
   attack (jaguar or eagle), by doing that, then Warping over to your
   enemy using LP or HP and hitting them with a falling LK and going
   from there.
 - You can use the Hantai Soku no Heki e Idou to switch from one wall
   to the other.
 - During the Ouroboros, satellites rotate around Hiryu and injure
   anybody who touches them.  If you make an attack, the satellites
   will also fire ring lasers.  You cannot throw during this Hyper
   Combo, because there's no way to get close enough to your opponent
   without hitting them.  This move lacks the invulernability it had
   in MvC--I was able to Power Drain Strider as he walked up to me
   with this move enabled.
 - The Sliding Kick is cancelable.  It hits low and must be crouch
   blocked.
 - After Strider Hiryu's crouching HK, you can hit your falling opponent
   with a standing LK, then do a crouching HP to launch them.


 ------------------------------------------------------------------------
 THANOS, Personification of Deadly Hatred
 ------------------------------------------------------------------------

 Titan Crush                 H  qcf + P  (air)
 Death Sphere                H  qcf + K
 (diving shoulder)              In air, d + HK
 (high kick)                    b + HK
 (long run)                     Tap f,f (hold f)
 
 Gauntlet Power                 qcf + PP
 Gauntlet Reality               qcb + PP
 Gauntlet Space                 qcf + KK
 Gauntlet Soul                  qcb + KK

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LK Death Sphere        LK Death Sphere         Gauntlet Power
 B:  HP Titan Crush         HP Titan Crush          Gauntlet Reality
 y:  (df+HP attack)         (df+HP attack)          Gauntlet Space

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
                    [High Kick (vs. an airborne enemy)]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    None.
 Flying Attack:     Standing HP / Crouching MP,HK
 Knockdown Attack:  Crouching MK
 Variable Attack:   Jumping LK / HK
 Snapback Attack:   Standing HK
                      
 - An opponent hit by the Death Sphere is momentarily trapped.  Note
   that the Gauntlet Soul HC will miss if you attempt it on a trapped
   opponent.
 - Since Thanos recovers before the Gauntlet Power ends, you can follow
   it up with another attack, like a Gauntlet Soul.  If you're close by,
   you can even superjump and air combo your opponent.
 - Since Thanos' ground combo is for all six hits, you can do stuff like
   his standing HP or his d + HP launcher into his b + HK air-only
   launcher.
 - Thanos will earn back a small amount of recoverable life during the
   Gauntlet Soul.
 - All of Thanos' command attacks are cancelable.
 - I still can't get over the fact that this guy has two special moves.
   How hard would it have been to make his crouching HP or HK attacks
   from MSH into special moves?  Really, now.


 ------------------------------------------------------------------------
 TRON BONNE, Genius Creator of Cool and Victorious Mechas
 ------------------------------------------------------------------------

 Shiki Dan                   H  qcf + P
 Bonne Strike                H  qcf + K, tap buttons rapidly  (air)
 Kobun Launcher              H  f,d,df + P
 Kuuchuu Dash                   In air, tap f,f / press PP
 (boulder throw)                Press HK  (or hold and release HK)
 (spinning legs)                db~df + HK  (can move b and/or f)

 Chuushoku Rush                 qcf + PP
 King Kobun                     qcb + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Throw Attempt       HK Bonne Strike         Chuushoku Rush
 B:  Standing MK            Standing MK             King Kobun
 y:  Crouching MP           Crouching MP            King Kobun

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / HK (pickup animation only)
                    Crouching MK
 Knockdown Attack:  Standing LK - 2nd hit, Spinning Legs
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Shiki Dan is used, Tron aims a raygun at her opponent.
   The laser sight (red orbs), aren't the part that hits--this only
   occurs when you see the gun fire in Tron's hands (so in effect, the
   projectile is invisible).  If this move does hit, two Kobuns will
   latch onto Tron's enemy, stunning them momentarily.  Afterward,
   they'll run away with two red crystals above their head, that you
   will automatically collect even if you're in the air.  However, the
   crystals don't give you back any lost life, unlike the crystals
   Kobun can get during his Engo Kougeki (Tsukami!) move.
 - Any kobun summoned by the Kobun Launcher can be knocked away with
   special moves, or just punches and kicks.
 - The problem with the Chuushoku Rush is that it only continues through
   if your opponent is hit by Tron's god-awful Shiki Dan ray.  On the
   other hand, if you're using the Alpha version of Tron and do a V.
   Combination, the Chuushoku Rush starts up automatically, just like
   Kobun's.  Therefore, whenever you have 1 HC level or 1 character left
   and are thinking of doing the Chuushoku Rush, go for the PA + PB
   version. :)
 - On the other hand, if you connect with the Shiki Dan, you can always
   do the qcf + PP Chuushoku Rush with no worries, since it'll combo.
 - The King Kobun HC ends if Tron is hit.
 - All of Tron's command attacks are cancelable.


 ------------------------------------------------------------------------
 VEGA, Evil Manipulator of Psycho Power       (M. BISON outside of Japan)
 ------------------------------------------------------------------------

 Psycho Shot                 H  hcf + P
 Psycho Field                H  hcb + P
 Double Knee Press           H  hcf + K  (air)
 Vega Warp                      f,d,df + P / K  (air)
 Head Press                  H  Charge d,u + K, move b / f  (air)
 Head Press to Skull Diver   H  Press P during Head Press 
 Somersault Skull Diver      H  Charge d,u + P,P  (or hold P)  (air)
 Hikou                          qcb + KK, repeat to end  (air)

 Psycho Crusher                 qcf + PP, tap P rapidly  (air)
 Psycho Explosion               hcb + PP
 Knee Press Nightmare           qcf + KK

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Psycho Shot         HP Psycho Shot          Psycho Crusher
 B:  HP Psycho Field        HP Psycho Field         Psycho Crusher
 y:  HK Double Knee Press   HK Double Knee Press    Knee Press Nightmare

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HK

 - Anyone know an easy way to prevent from doing the Head Press or
   Somersault Skull Diver after launching your opponent with a c. HP?
   Any time I do a crouching combo into the c. HP, then superjump to
   attack my opponent, those moves keep coming out.  It's driving me
   nuts!
 - After firing the Psycho Field, the projectile will dissapate if Vega
   is hit before it explodes.
 - The button used for the Vega Warp determines where Vega will show up.
   LP is in the upper-left corner, HP is the upper-right, LK is the lower
   left, and HK is the lower right.  You can use this move repeatedly in
   the air.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  This move ends after a while, or if you are
   hit or perform the Hikou again.  It also ends if you perform the
   Double Knee Press, Vega Teleport, Head Press, Somersault Skull Diver,
   or Psycho Crusher.
 - Vega's Psycho Crusher can negate normal projectiles and resist
   certain Hyper Combo projectiles (the multiple kind, like Dhalsim's
   Yoga Inferno, Gouki's Tenma Gou Zankuu, or Nash's Sonic Break).
   However, if he resists an HC projectile, he'll spin in place and
   won't move forward.
 - From Ug the Caveman: "His Psycho Crusher has a surprisingly large
   horizontal hit arc. As an air combo, you can do LP,LK,MP,MK, HK
   Double Knee Press, Psycho Crusher - even though the Psycho Crusher
   looks like it will miss, it usually connects against average-sized
   characters (Ryu-size, possibly smaller characters too).  It may also
   be worth noting that his ground Psycho Crusher has a noticeable
   wind-up, while the air version is instant."


 ------------------------------------------------------------------------
 VENOM, Burning for Revenge against Spider-Man
 ------------------------------------------------------------------------

 Venom Fang                     qcf + P  (air)
 Venom Rush                  H  qcf + K
 Web Throw                   h  hcb + P  (tap in any dir + P / K rapidly)
 Kuuchuu Dash                   In air, tap f,f / press PP

 Venom Web                      qcf + PP
 Death Bite                     qcf + KK

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Venom Fang          LP Venom Fang           Death Bite
 B:  LK Venom Rush          LK Venom Rush           Death Bite
 y:  Standing MP            Standing MP             Death Bite

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Web Throw, Death Bite
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - If you try to throw someone with HP, Venom will trap them in spider
   webs.  They will be momentarily defenseless, and Venom can then
   attack them.
 - The Web Throw will not connect if Venom hits an opponent who is
   far away from him (since he is no longer holding onto the web
   strand), or if that person has just been encased in webbing using
   his Punch Throw.  Spinning the joystick during this move no longer
   increases the damage this move does; instead, you have to tap in one
   direction repeatedly while tapping any button rapidly (for example,
   tap d rapidly while pressing LK as fast as you can).  You can get
   higher than normal damage this way, although I have yet to figure
   out the maximum amount of damage you can get from doing this.
                                           

 ------------------------------------------------------------------------
 WAR MACHINE, Walking High Tech Armory
 ------------------------------------------------------------------------
 
 Shoulder Cannon             H  qcf + P / K
 Kuuchuu Shoulder Cannon     H  In air, qcf + P
 Smart Bomb                  H  Press (b / f +) LK + HP  (air)
 Repulsor Blast              H  hcb + P
 Hikou                          qcb + K, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 (MvC shoulder cannon)          Press HP while crouching
 (knee dive)                    In air, d + HK
 (upward kick)                  In air, u + HK
 (directed laser)               In air, uf~df + HP

 Proton Cannon                  qcf + PP
 War Destroyer                  qcf + KK
        
     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Shoulder Cannon     LP Shoulder Cannon      Proton Cannon
 B:  LP Repulsor Blast      LP Repulsor Blast       War Destroyer
 y:  b  Smart Bomb          b  Smart Bomb           War Destroyer
            
 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  f / d + HP, HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MP,HK (2nd hit)
 Knockdown Attack:  Crouching MK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - Gamma War Machine cannot control the range of his Smart Bombs during
   a Variable Counter (unlike most people, who have controllable V.
   Counters).
 - When you use the Smart Bomb, holding back or forward decreases or
   increases the range of the bombs.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials, but you
   cannot block.  You can also use the Kuuchuu Dash to dash in any of
   the eight directions.  This move ends after a while, or if you are
   hit or perform the Hikou again.  It also ends if you do his Knee
   Dive.  However, you can't use the Knee Dive during the Hikou if you
   are too close to the ground.
 - War Machine now has MvC Hyper Armor War Machine's Proton Cannon and
   missile attacks, not to mention his crouching laser beam.  Unlike
   in MvC, where the crouching laser could counter attack and do
   tremendous amounts of damage, it is now simply a long range attack
   that does modest damage.  Although the number of hits is a little
   wonky (you're supposed to get less hits the further away you are,
   although sometimes you don't get all the hits even when closer to
   your opponent), the beam can destroy multiple projectiles since it's
   a multi-hit attack.
 - All of War Machine's command attacks are cancelable.
 - There are quite a few differences between War Machine and Iron Man,
   and no, I'm not just talking about missiles vs. lasers :)  For more
   information, see the last note in Iron Man's section, above.


 ------------------------------------------------------------------------
 WOLVERINE, Ultimate Tough Guy                  (aka MvC-style Wolverine)
 ------------------------------------------------------------------------
 
 Berserker Barrage           H  qcf + P, tap P rapidly
 Berserker Slash                qcb + P
 Tornado Claw                H  f,d,df + P, tap P rapidly
 Drill Claw                     Press (dir. +) LK + HP  (air)
 Kabetsuki Drill Claw           Drill into a wall, any dir. + P / K
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 Fumitsuke                      In air, d + HK
 (double claw)                  Press MP,MP  (air)
 (double kick)                  Press MK,MK
 (sliding claw)                 df + HP

 Berserker Barrage X            qcf + PP
 Berserker Charge               qcf + KK
 Weapon X                       f,d,df + PP
 Fatal Claw                     f,d,df + KK  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Berserker Barrage   HP Berserker Barrage    Berserker Barrage X
 B:  HP Tornado Claw        HP Tornado Claw         Fatal Claw
 y:  f  Drill Claw          f  Drill Claw           Fatal Claw

 Chain Combo Type:  [Ground 5]  [Jumping 5]  [Super Jumping 5]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Drill Claw
 Flying S. Ground:  Berserker Barrage X
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MP / HK
                    Berserker Barrage (full hits), Berserker Charge
 Knockdown Attack:  Crouching MK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - The Drill Claw goes straight forward unless you hold in a direction
   while pressing the buttons.  On the ground, you cannot Drill Claw
   backwards or in any of the downward directions.  If you Drill Claw
   into a wall, Wolverine will dig his claws into the wall and stay
   there for a second.  You can then press u, uf, f, d, or df and any
   Punch or Kick to do another Drill Claw in that direction.  An
   alternative method would be to hold any Punch or Kick button and
   press in one of the listed directions.
 - You can use the Drill Claw after a successful Fumitsuke, or a
   Fumitsuke after a successful Drill Claw or Kabetsuki Drill Claw
 - During the Berserker Charge, Wolverine is followed by afterimages.
   For a short period of time, he walks and jumps faster.  His attacks
   also come out faster, allowing him to perform combos like LP,MP,LP
   MK, for example.  Unfortunately, his attack power also goes down, so
   normal attacks, special moves, and HCs all do less damage until the
   Berserker Charge wears off.  This move can hit for minor damage when
   you do it from up close.
 - You can tap the buttons and wiggle the joystick during Wolverine's
   ground throws or air throw to do more damage.
 - All of Wolverine's command attacks are cancelable.  You can also
   cancel the Fumitsuke into the Drill Claw, or vice versa.


 ------------------------------------------------------------------------
 ADAMANTIUM-LESS WOLVERINE,                    (aka XvSF-style Wolverine)
 Hardboiled Guy with Beastly Strength
 ------------------------------------------------------------------------

 Berserker Barrage           H  qcf + P, tap P rapidly
 Tornado Claw                H  f,d,df + P, tap P rapidly  (air)
 Drill Claw                     Press (dir. +) LK + HP  (air)
 Kabetsuki Drill Claw           Drill into a wall, any dir. + P / K
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 (diving kick)                  In air, d + HK
 (double kick)                  Press MK,MK
 (standing endless claw)        Tap MP repeatedly
 (aerial endless claw)          Tap MP repeatedly during a super jump
 (sliding claw)                 df + HP

 Berserker Barrage X            qcf + PP
 Weapon X                       f,d,df + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  Standing HP            Standing HP             Berserker Barrage X
 B:  Standing HK            Standing HK             Berserker Barrage X
 y:  Sliding Claw           Sliding Claw            Berserker Barrage X

 Chain Combo Type:  [Ground 5]  [Jumping 5]  [Super Jumping 5]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Drill Claw
 Flying S. Ground:  Berserker Barrage X
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MP / HK 
 Knockdown Attack:  None.
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - The Drill Claw goes straight forward unless you hold in a direction
   while pressing the buttons.  On the ground, you cannot Drill Claw
   backwards or in any of the downward directions.
 - You can follow the Drill Claw or Kabetsuki Drill Claw with a mid-air
   Tornado Claw.
 - You can tap the buttons and wiggle the joystick during Wolverine's
   ground throws or air throw to do more damage.
 - All of Wolverine's command attacks are cancelable.  You can also
   cancel the Diving Kick into the Drill Claw, or vice versa.


 ------------------------------------------------------------------------
 ZANGIEF, Russia's Red Cyclone
 ------------------------------------------------------------------------

 Double Lariat               H  Press (b / f +) PP  (air)
 Quick Double Lariat         H  Press (b / f +) KK  (air)
 Banishing Flat              H  f,d,df + P
 Aerial Russian Slam            f,d,df + K
 Screw Pile Driver              Rotate 360 + P  (air)
 Flying Powerbomb               hcf + K from afar
 Atomic Suplex                  hcf + K when close
 Iron Claw                      df + HK when close
 Dash Tsukami Nage              Tap f,f
 Backdrop (Instant Backdrop)    Press HP after f,f / hold HP, tap f,f
 Kamitsuki (Instant Kamitsuki)  Press HK after f,f / hold HK, tap f,f
 Jumping Lariat                 In air, f + HP
 Body Press                     In air, d + HP
 Kuuchuu Headbutt               In air, u + MP
 Double Knee Drop               In air, d + LK
 (mid-air elbow drop)           In air, d + LP
 (elbow drop)                   b + LP
 (launcher throw)               db,b + LP when close

 Final Atomic Buster            Rotate 360 + PP
 Ultra Final Atomic Buster      Rotate 360 + KK  (Level 3)
 Iron Body                      b,d,db + LK
 Hyper Double Lariat            Done during a Variable Combination

    partner assist          variable counter        variable combination
    -------------------------------------------------------------------- 
 a: PP Double Lariat        PP Double Lariat        Hyper Double Lariat
 B: LK Flying Powerbomb     HK Flying Powerbomb     Hyper Double Lariat
 y: HK Aerial Russian Slam  HK Aerial Russian Slam  Hyper Double Lariat

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 3]
 A.Rave Launchers:  [Crouching MP]  [df + HP]
 A.Rave Finishers:  HP, HK, Jumping Lariat, Body Press 
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Body Press
 Snapback Attack:   Standing HP

 - You can move back or forward as you start the Double Lariat, or after
   it begins.  The Double Lariat can go through projectiles and beam
   attacks, while the Quick Double Lariat can be used to go through low
   attacks.
 - The Screw Pile Driver, Flying Powerbomb, Atomic Suplex, Aerial Russian
   Slam, Dash Tsukami Nage, FAB, and UFAB are all unblockable.
 - You can do the Screw Pile Driver easily after jumping, since pressing
   ub~uf counts as one of the six directional presses needed to do this
   move.  So, for example, you can input hcf + P to do the SPD.
 - The Banishing Flat can negate projectiles.
 - After a missed Aerial Russian Slam, Zangief is considered to be in
   a normal jumping state while falling, which means you can attack on
   the way down or do mid-air moves like the SPD, Lariat, Body Press,
   etc.
 - Zangief has Super Armor during the Flying Powerbomb and Final Atomic
   Buster (see the Gameplay Notes section for more details on how this
   works).
 - When the Iron Body is used, Zangief changes into Mecha Zangief, and
   his moveslist changes (see below).  He'll stay in Mecha Zangief mode
   until you repeat the Iron Body command, or until the next battle
   begins.  Note that if he's hit during the Iron Body transformation,
   he won't turn into Mecha Zangief.
 - Zangief cannot backstep.  He cannot dash using the PP buttons, either.
 - You can tap the buttons and wiggle the joystick during Zangief's
   df + HK throw, or his Kamitsuki throw (normally or done during a
   dash) to do more damage.
 - During the Screw Pile Driver, Final Atomic Buster or UFAB, you can
   rotate the joystick rapidly to make the final drop do more damage.
   You'll know if it worked for the FAB and UFAB since Zangief's skin
   will become red.  The more his color changes, the more damage you'll
   do.
 - All of Zangief's command attacks are cancelable except for the elbow
   drop and mid-air elbow drop.
 - Zangief's standing HP, HK, and crouching HP can go through Super Armor
   (his opponent will go into hit stun).


 ------------------------------------------------------------------------
 MECHA ZANGIEF
 ------------------------------------------------------------------------

 Double Lariat               H  Press (b / f +) PP
 Quick Double Lariat         H  Press (b / f +) KK
 Vodka Fire                  H  qcf + P
 Aerial Russian Slam            f,d,df + K
 Screw Pile Driver              Rotate 360 + P  (air)
 Flying Powerbomb               hcf + K from afar
 Atomic Suplex                  hcf + K when close
 Iron Claw                      df + HK when close
 Dash Tsukami Nage              Tap f,f
 Backdrop (Instant Backdrop)    Press HP after f,f / hold HP, tap f,f
 Kamitsuki (Instant Kamitsuki)  Press HK after f,f / hold HK, tap f,f
 Jumping Lariat                 In air, f + HP
 Body Press                     In air, d + HP
 Kuuchuu Headbutt               In air, u + MP
 Double Knee Drop               In air, d + LK
 (mid-air elbow drop)           In air, d + LP
 (elbow drop)                   b + LP
 (launcher throw)               db,b + LP when close

 Final Atomic Buster            Rotate 360 + PP
 Siberian Blizzard              Rotate 360 + KK
 Iron Body                      b,d,db + LK
 Hyper Double Lariat            Done during a Variable Combination

    partner assist          variable counter        variable combination
    -------------------------------------------------------------------- 
 a: PP Double Lariat        PP Double Lariat        Hyper Double Lariat
 B: LK Flying Powerbomb     HK Flying Powerbomb     Hyper Double Lariat
 y: HK Aerial Russian Slam  HK Aerial Russian Slam  Hyper Double Lariat

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 3]
 A.Rave Launchers:  [Crouching MP]  [df + HP]
 A.Rave Finishers:  HP, HK, Jumping Lariat, Body Press 
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Body Press
 Snapback Attack:   Standing HP

 - Mecha Zangief has Hyper Armor at all times (see the Gameplay Notes
   section for more details on how this works).
 - You can move back or forward as you start the Double Lariat, or after
   it begins.  The Double Lariat can go through projectiles and beam
   attacks, while the Quick Double Lariat can be used to go through low
   attacks.
 - The Screw Pile Driver, Flying Powerbomb, Atomic Suplex, Aerial Russian
   Slam, Dash Tsukami Nage, and Final Atomic Buster are all unblockable.
 - You can do the Screw Pile Driver easily after jumping, since pressing
   ub~uf counts as one of the six directional presses needed to do this
   move.  So, for example, you can input hcf + P to do the SPD.
 - After a missed Aerial Russian Slam, Zangief is considered to be in
   a normal jumping state while falling, which means you can attack on
   the way down or do mid-air moves like the SPD, Lariat, Body Press,
   etc.
 - Zangief cannot backstep or dash jump forward.  He cannot dash using
   the PP buttons, either.
 - You can tap the buttons and wiggle the joystick during Zangief's
   df + HK throw, or his Kamitsuki throw (normally or done during a
   dash) to do more damage.
 - During the Screw Pile Driver, Final Atomic Buster or UFAB, you can
   rotate the joystick rapidly to make the final drop do more damage.
   You'll know if it worked for the FAB and UFAB since Mecha Zangief's
   skin will become discolored.  The more his color changes, the more
   damage you'll do.
 - All of Zangief's command attacks are cancelable except for the elbow
   drop and mid-air elbow drop.
 - Zangief's standing HP, HK, and crouching HP can go through Super Armor
   (his opponent will go into hit stun).


 ------------------------------------------------------------------------
 FIGHTING ABYSS
 ------------------------------------------------------------------------

 This section is about MvC2's boss, Abyss.  Dollars to donuts, he's
 playable in the Dreamcast version of this game, but until someone
 figures out how, this section will just cover his attacks and how to
 beat him in each form. According to some threads on alt.games.sf2, he
 isn't a Marvel character, so he's probably some creation of Capcom's.

 Note that all of Abyss' forms do not gain HC power, yet they can use
 their Hyper Combos whenever they want.

 [ FORM ONE ]  ----------------------------------------------------------

 In this form, Abyss is a big guy wearing the Armor of Erosion and a
 horned helmet.  He moves very slowly and has Hyper Armor.  His attacks
 include:

 HORN STAB:  He pulls off a horn from his helmet, turns it into a trident
 and lobs it at you.  The 'splash' of the trident hitting the ground can
 injure you, but you can jump over it with little difficulty.   

 STANDING ARM SWIPE:  He swings an arm at you in a half circle, with blue
 electricity emanating forth.  The neat thing about this move is that if
 Abyss' arm is near a pillar when he swipes, part of the pillar gets
 smashed up.  Sometimes the pillar only gets damage, but sometimes it
 actually breaks up and the pillar pieces fly outward (they can hit you,
 obviously).

 RUSHING BODY PRESS:  Think Juggernaut Headcrush, but Abyss uses his
 whole body.  Comes out pretty quickly, but you can Advancing Guard it
 to push Abyss away.  Just don't get too push-block happy, or he'll get
 you for the rest of the hits.

 BLUE HOMING SPARKS:  Abyss holds out his hand and three blue lights
 appear and home in on you.  They don't do a lot of damage, though,
 and they can be blocked.

 STOMACH BLAST (Hyper Combo):  Abyss leans back and fires a blue Mega
 Optic Blast-like beam from his belly button.  Does a lot of block
 damage, but that's better than getting hit.  Then again, since he
 rears back _before_ the HC flash, you should be able to super jump
 over him before the move even starts.

 GREEN RAIN (Hyper Combo):  Abyss reaches a hand into the air, _then_
 you see the HC flash, so you shouldn't be getting hit by this one
 unless you're careless.  When used, green sleet pours down from the
 sky.  Just block this--it's over in the blink of an eye anyway.  Does
 decent damage if it hits you, though.

 STRATEGY:  I find that the key here is to just block _everything_,
 and jump over him during the Rushing Body Press and Stomach Blast HC
 so that you can attack him from behind.  Just remember that some
 characters cannot jump over him and will have to use super jumps or
 other types of movement to get past him (since he's so tall).  Once
 you're behind him, use combos or whatever else you want.  If you switch
 out when it's safe, your characters should end up with nothing more but
 minimal block damage by the time you're at Form Two.  Most of his moves
 can be seen coming, so just attack with chain combos or something else
 with a quick recovery, block his attacks, and continue.  Try to save
 your HC power for the next battle.  This is definitely his easiest form,
 anyway.  Iceman has a field day against him, since both his HCs can be
 blocked for no damage.

 After beating this guy, you're treated to Form Two....


 [ FORM TWO ]  ----------------------------------------------------------

 In this form Abyss has become part of that green ooze that was coming
 out of his helmet (maybe it's that Sea of Genesis stuff or something).
 He still has Super Armor, and remains rather stationary, although he
 can drift back and forth.  Unfortunately, he's also a much smaller
 target.  His attacks include:

 BLUE FLAMETHROWER:  Abyss holds out a gun-like arm and fires a short
 stream of fire from it.  This knocks you back if it hits, so just stay
 out of range.  The worst thing about this move is probably Abyss'
 stupid laugh ;)  This move can destroy some projectiles (Hadou Ken),
 but not others (Psi-Blast), I dunno why.

 SMALL LASER BEAM:  Abyss holds out his gun-arm and fires a thin laser
 beam.  Just block it or jump.

 BIG LASER BEAM:  Like the above, but the laser beam is thicker.  Does
 a lot of damage if you're not blocking.

 GREEN BUBBLES:  Abyss will sink into the floor, and three green bubbles
 will rise out of the muck and float around.  If they hit you (and
 they're unblockable, so it's easy to get hit), you're trapped inside,
 but you can shake the joystick and tap the buttons to escape sooner.
 The bubbles can be popped by any attack (even normal Punches and Kicks)
 so destroy them when they appear instead of trying to avoid them.
                                    
 SPINNING PHOTON ARRAY (Hyper Combo):  Abyss twirls around and short
 beams fly from him in all directions, just like Dr. Doom's Photon Array.
 You don't take much damage from blocking this, so just do that instead
 of trying to evade the shots.

 STRATEGY:  Most of the time, Abyss will just stand there like an idiot
 and use the Flamethrower repeatedly, even if you're out of range, so
 just back off and waste him with long-range HCs and other attacks.  If
 you have to get close, jump behind him, do a quick chain, and leap
 away before he turns and burns or blasts you.  If he creates the big
 green bubbles, destroy them (this is pretty easy for people like Ruby
 Heart, who can Cheval Seller right through them).  If you get hit by his
 attacks, you're in for some pretty bad damage, but otherwise, it
 shouldn't be that much harder than the last form.  Iceman, who takes
 no damage from blocking either of his lasers are the Photon Array, can
 just blast him from afar with the Ice Beam for an easy win.

 Now it's on to the final form....


 [ FORM THREE ]  --------------------------------------------------------

 Abyss' final incarnation is a big red dog-like beast that fills up the
 screen and looks like some Guardian Heroes reject.  There's also a big
 ball floating above him (the same one you saw when you first met Abyss
 in his first form).  His attacks include:

 VENOM FANG ATTACK:  Abyss leaps forward with his mouth open.  Looks a
 lot like the Venom Fang.  Try to block it.  This can't hit you if
 you're near the back of Abyss' body.

 FLAMING BREATH ATTACK:  Abyss shoots a really long gout of red flame
 from his mouth.  It lasts for a while and does a good deal of damage
 if it his.

 GROUND FLAMES:  Abyss sinks into the ground, and vertical flames shoot
 out of the ground.  These do tons of damage and can juggle you like
 crazy, so get out of the way or block 'em if you must.
                       
 FIRE COLUMN:  Abyss pounds the ground and a column shoots up.  The
 damage is not too hot, and the range is bad, lucky for you.  It is
 fast, though.  This move can hit twice (once when he hits the ground,
 again when the column appears).

 HORIZONTAL FLAMES:  Abyss fires streams of flame across the screen.
 Again, just block them.

 DRAGON FLAMES (Hyper Combo):  Abyss rears his back at you, and streams
 of fire with dragon heads fly horizontally across the screen.  It's
 a lot like his other Horizontal Flames attack.  Block them.

 STRATEGY:  This guy doesn't have a lot of effective moves, but he's
 good at surprise attacks.  Those ground flames pop up at the darndest
 times and he can (and will) Venom Fang you from off-screen; in fact
 he can do any attack from off-screen, including his Hyper Combo.  You'll
 spend a lot of time chasing Abyss across the screen (since he can move
 under the ground), so be ready to dash up to him when he appears, since
 he doesn't stay above ground for long.  Landing a hit on him can also
 be a problem, since only his upper middle and rear are vulnerable to
 attack (you could hit him from behind his face, but if you're too near
 to him, he can still get you with his Venom Fang).  Variable Combos
 work great against him (especially if you have all three members),
 because you can cover a large area and do tons of damage on him.
 
 The orb that flies around him can also be damaged, although the safest
 time to strike it is usually when it's hiding behind his humped back
 (when it's out in the open, you're guaranteed to get nailed by some
 ground flames).
                                   
 Usually after damaging him, he sinks into the ground, and pelts you
 with the ground flames, or if he doesn't do those immediately, he'll
 do them when you attack that orb that floats around him.  So when he's
 not around, just play it safe and watch out for off-screen attacks
 until he reappears.  When he's above ground, try to stand inside of
 him, as hanging out in front of him is an invitation to get smacked
 around.

 Once you've beaten him, relax and enjoy the ending (which is the same
 for all characters, btw).  If you lose, you can enjoy one of Abyss'
 humorous win poses, like the one where he pounds the floor to knock
 you into the air, leaps at you, and swallows you whole ;)


 ========================================================================
 3.  SECRETS AND TRICKS
 ========================================================================

 ------------------------------------------------------------------------
 ENABLING THE HIDDEN CHARACTERS, STAGES, ETC.
 ------------------------------------------------------------------------

 One of the neat things about MvC2 is that you can unlock new characters
 to play with, new costume colors for each character, and alternate
 versions of most of the stages (except Abyss' stage).  The problem is
 that you have to trade information with a Japanese arcade machine to do
 so (since only they have DC controller ports), which puts a lot of us
 importers at a disadvantage.  However, there are two ways around this:

 For one thing, it appears that you can download MvC2 save files from
 Capcom of Japan's page--the file is regularly updated with new unlocked
 characters, colors, and stages.  The only catch is that you have to
 connect using your Dreamcast, and since I can't even log on with mine,
 I have no idea how this would work.  If you want to give it a shot, the
 page is located at: <http://www2.capcom.co.jp/mvsc2/download/index.html>

 The other way to get the hidden goodies is by downloading a hacked save
 file made by none other than CJayC, the webmaster of GameFAQs and a
 savior among us DC MvC2 players ;)  The file can be found at GameFAQs
 itself, <www.gamefaqs.com>.  Just follow the links from the main page.

 Alternately, you can get it from <www.booyaka.com>.  The latest version
 of the save file has all characters enabled, colors enabled, and stages
 unlocked, unlike the file at Capcom of Japan's page.  You can even put
 the same characters on your team.  The file doesn't let you play with
 Abyss or anything like that, though.

 As for downloading the file, don't ask me, cause I can't even go online
 using my Dreamcast (I need a 33.6k modem)!  So I had to use the Nexus
 4M Card, download the file to my PC, and copy it over that way.  But
 don't ask me about that either, since a friend did it for me ;)

 Speaking of hidden characters, I've heard on the GameFAQs message board
 that you can't play with Blackheart or Sentinel if you load MvC2 using
 the swap trick (I dunno how that works, so don't ask).  It doesn't mean
 your copy is defective, it's just some drawback of swapping.

 If you don't want to download a hacked save file, you can still unlock
 some of the hidden stuff in the store section of the game, using the
 points you earn every time you play the game, but you won't be able to
 unlock everything.


 ------------------------------------------------------------------------
 DAN'S SECRET INTRODUCTION
 ------------------------------------------------------------------------

 Although it's been changed slightly from MSHvSF, Dan's secret intro is
 still in the game.  Just hold down Light Punch (the default button is
 X) before a match begins, and if Dan is your first player, he'll fall
 to the ground and his geta will fly off, sans the explosion and sound
 effects from MSHvSF.  It actually looks funnier without the explosion,
 in my opinion.  Only Dan could make a fool of himself before the round's
 actually begun!


 ------------------------------------------------------------------------
 PICK SAKURA'S WIN POSES
 ------------------------------------------------------------------------

 Another trick returning from MSHvSF are Sakura's selectable win poses.
 They are as follows:

  LP  Sakura lifts an arm up while laughing, with cherry blossoms falling
      around her.
  LK  Sakura sways back and forth, doing a little dance.
  HP  Sakura throws several kicks while yelling, and her shoe flies off
      and hits her in the head.
  HK  Sakura rubs her nose and then waves her hand while saying
      "Konna toko da ne!"  (That's how it's done!)
  PP  Same as her HP pose, but her shoe stays on.
  KK  This one works in two ways--normally, Kei (her friend), will run
      on-screen, trip, and fall over, while a shocked Sakura watches on.
      However, if you performed a Hyper Combo or Variable Combination
      during the battle, or if you hit your opponent with Sakura's
      taunt, then Kei will run up to Sakura and the two will start
      doing her LK dance moves.

 Since I figured this stuff out on my own, I'm not totally sure about the
 KK win pose--there may be other factors that make Kei dance.  If anyone
 gets results other than what's written here, I'd love to hear from ya.
 This trick works even if you're in Hiyakeshita Sakura mode.


 ------------------------------------------------------------------------
 BEAT UP YOUR DEFEATED OPPONENT
 ------------------------------------------------------------------------

 After defeating all of your opponents, you can press Start while your
 character is in their win pose to regain control of your character.
 It's now possible to hit your opponent while they lie on the ground and
 juggle them like mad, since anything you do will knock them up into the
 air.  You can even use Hyper Combos or Delayed Hyper Combos, although
 you can't use anything involving the PA and PB buttons.


 ------------------------------------------------------------------------
 SELECT SPIDER-MAN'S TAUNTS
 ------------------------------------------------------------------------

 Normally when you taunt with Spider-Man, he says something at random.
 However, it's possible to control what shows up in the word bubble by
 holding in the following direction and pressing the Chouhatsu (Taunt)
 button (you can assign Chouhatsu to a button, or use LK + Start, or
 just Start if you're playing the arcade version):

        forward + Chouhatsu  = "C'mon pal!"
        back + Chouhatsu     = "Hey!"
        down + Chouhatsu     = "Do your job!"

 Unfortunately, this trick doesn't work for Venom.


 ------------------------------------------------------------------------
 CLOCKTOWER STAGE SECRETS
 ------------------------------------------------------------------------

 First of all, the level with the clock tower actually shows the time
 that you've set your DC to in the system menu.

 Secondly, it's possible to topple the tower in the far right of the
 screen on both the normal and hidden, "icy" version of the clocktower
 stage.  To do this, you need to kill the last remaining member of your
 oppoent's team by knocking them into the tower on the far right side of
 the playfield.  There are two ways to do this:

  - Use a Hyper Combo that knocks them around, like Captain Commando's
    Captain Sword.  Most any Hyper Combo will do, though.
  - Use a move which slams them around fairly hard.  A good example is
    Hulk's Gamma Tornado; get yourself into the corner of the screen,
    then Tornado your opponent.  Hulk will throw them behind him into
    the corner tower.

 The difference between these two methods is that you can't see the
 tower collapse when using a Hyper Combo (or DHC, or Variable
 Combination, depending on what you used), because the background
 changes.  If you kill them with a special move, you can actually watch
 the tower crumble and collapse.  Major thanks goes to Ed! for explaing
 this all to me.


 ========================================================================
 4.  GAMEPLAY NOTES
 ========================================================================

 This section offers more in-depth information on the basic elements of
 gameplay and the basic abilities of each character:

 ------------------------------------------------------------------------
 THE LIFE GAUGE
 ------------------------------------------------------------------------

 The life gauges are located at the top of your screen--the largest one
 represents your currently active character, while the two beneath it
 are for your two partners.  Everyone starts off with 143 points of life
 in their gauge...my reasoning is, Dan's Otoko Michi does 142 points of
 damage to himself, but since he's still left alive, 143 must be the
 real amount of life left.  Anyway, as you are hit by attacks, you
 lose life points, and when all your life is lost, that character is
 defeated.  It should be noted that when your life starts getting very
 low, you take reduced damage from attacks--sort of a 'last defense'
 against losing.  When all characters are defeated, the game is over.
 There are two types of lost life--unrecoverable and recoverable.

 Unrecoverable life is shown by the transparent space left behind as
 your gauge empties.  Recoverable life is a red extension of your gauge.
 Although this red amount will still decrease as you take damage, there
 is the possibility of refilling it and thereby earning back a small
 amount of lost life. Normally when you are damaged, you take mainly
 unrecoverable damage and some recoverable damage, although your
 partners will always take recoverable damage when they're hit during
 a Partner Assist or Variable Combination.

 To regain lost life, your character needs to be inactive; in other
 words, you need to switch them out so that you're playing with someone
 else.  Once they're switched out, their life gauge will start to gleam
 after a moment, and each time it gleams, they earn back a small bit of
 life.  This will continue until all of the red gauge has been refilled
 with 'real' life.  If you call them out for a Partner Assist or
 Variable Combination, the healing process stops momentarily, but is
 later resumed.  However, if you switch them in via a Variable Attack,
 Variable Counter, or Delayed Hyper Combo, the red portion of their
 lifebar vanishes, so there is no chance for future life recovery even
 if you switch them back out.

 Three characters can also earn back recoverable life through other
 means: Omega Red's Death Factor, Shuma-Gorath's HK throw (ground or
 air) and Thanos' Gauntlet Soul will all damage your enemy while giving
 you back a small amount of recoverable life, if part of your life gauge
 is red.  If you don't, the moves still do damage, but you don't get any
 extra life restored.

 Kobun can also earn back life for himself--if you connect with the Engo
 Kougeki (Tsukami!) and wait long enough, the two kobuns will run back
 to you holding red crystals you can collect to earn back recoverable
 life.  And if Kobun dies, he explodes into a pile of red crystals that
 his opponents can collect to restore a small amount of recoverable life.


 ------------------------------------------------------------------------
 THE HYPER COMBO GAUGE
 ------------------------------------------------------------------------

 The HC gauge is located at the bottom of the screen.  At the start of
 the round, you start off with one level filled, although you can hold
 up to five levels at a time.  HC energy is earned when you are hit by
 an attack, when you make an attack that misses, and when you hit your
 enemy or have them block your attack.  Not all moves will give you HC
 gauge power, and some moves give you more power than others.  Both Dan
 and Omega Red have a special way of earning HC power--Omega Red can
 siphon it from his opponent using his Energy Drain (although this
 doesn't lower his opponent's amount of HC power), and Dan gets HC power
 from taunting (normally, the only taunts that give you any HC power are
 the ones that hit, since you earn energy by damaging your opponent).

 So what are Hyper Combo levels good for?  Well, with one level, you can
 use most Hyper Combos, and you can use Variable Counters and Variable
 Combos (single type).  With two levels, you can use the double-type
 Variable Combos, and perform Delayed Hyper Combos with a partner.  If
 you have three levels, you can do triple Variable Combos, Delayed Hyper
 Combos with both partners, and some special Hyper Combos that require
 three levels to use, like Spiral's Metamorphose.
                         

 ------------------------------------------------------------------------
 BLOCKING AND ADVANCING GUARD
 ------------------------------------------------------------------------

 Standing Block         Hold b when attacked
 Crouching Block        Hold db when attacked
 Mid-Air Block          Hold b / db when attacked while in air
 Advancing Guard        While blocking, press PP  (air)  (can repeat)

 You can block attacks either while standing (hold back), or crouching
 (hold down-back).  Some attacks can only be blocked standing, like most
 jumping attacks (some mid-air command attacks can be crouch blocked,
 though), standing attacks, and overhead attacks (moves that look like
 they could be blocked low but actually can't).  Most crouching attacks
 must be crouch-blocked, though.  In the air, you can block by holding
 back or down-back, and this will defend you from most any kind of
 attack.  Note that you can only air-block while jumping, not when
 falling or while floating in air (this would mean using Dhalsim's
 'Fuyuu' or the other characters' 'Hikou' ability, which lets you float
 and move around in air for a limited period of time).

 You take no damage from blocking punches, kicks, and command attacks,
 unless you're fighting the Hulk, Sentinel, or Jin, who's punches and
 kicks all do block damage (Jin's light attacks do not apply).  If you
 block special moves or Hyper Combos, you usually take greatly reduced
 damage from them, although some moves do no damage when blocked, like
 Spidey's Web Throw, Sabretooth's Wild Fang, etc.

 Note that some moves are unblockable.  These include normal throws (the
 kind done by pressing b / f + HP when close), normal air throws, and
 special throws, like Shuma's Devitalization or Zangief's Final Atomic
 Buster.  Holds are also unblockable.  The only way to not get hit by
 these moves is to stay out of your opponent's reach!

 Advancing Guard is used by pressing PP while you are blocking.  When
 used, your character will stop blocking momentarily and 'push forward'.
 This has several results; one, it can push your enemy away, or else
 push you back, making more distance between you and your opponent, and
 two, it can be used to take less block damage from a multi-hit attack
 as you are momentarily invincibile the moment you 'push-block'.  Even
 better, you can use this move repeatedly against multi-hit attacks to
 take even less block damage.

 One thing I've noticed is that character's don't seem to have their
 Advancing Guard animations anymore.  For example, in MSHvsSF, if you
 pushblocked an attack with Dan, he would lean into it (the same
 animation you see during the Otoko Michi).  I was always under the
 impression that during this animation, since you technically weren't
 blocking, you were open to attack.  But since these animations have
 been removed (or aren't used), does that mean that the Advancing Guard
 is safer to use now?  Hmm.  Still, though, this move has some drawbacks.
 In some cases, using Advancing Guard will make you take more hits (like
 from Dan's Shinkuu Gadou Ken), since you will be pushing through the
 attack itself.


 ------------------------------------------------------------------------
 MOVEMENT AND JUMPING
 ------------------------------------------------------------------------

 Dash                   Tap f,f / press PP
 Backstep               Tap b,b / press b + PP
 Slide / Stop Movement  Press d during a dash or backstep
 Dash Jump              Press uf while dashing
 Super Jump             Tap d,ub~uf  (you can no longer superjump via KK)

 Everyone can walk back or forward, or jump in any upwards direction.
 But there are other ways to get around as well.  One useful method is
 to dash (tap f,f or press PP), or backstep (tap b,b or press b + PP).
 This will make your character move quickly forward or backward.  You
 can cancel out of either move by tapping down before it ends, which
 will make some characters immediately stop, while others will slide
 forward while crouching first.  You can also cancel out of a dash or
 backstep with normal attacks, special moves, or Hyper Combos.  Note
 that if you dash with PP, you can interrupt it with another dash or
 backstep by pressing PP or b + PP.  Some characters cannot dash using
 PP (Zangief and Mega Zangief).  And some characters cannot backstep
 (again, Zangief and Mega Zangief).

 Some characters can also dash in air, or even backstep (only Blackheart
 and Sonson can do this), but unlike ground dashes, not all air dashes
 were created equal:

   Anakaris      His air dash goes across the screen.
   Blackheart    Falls straight down after air dash or backstep.
                 Has shortest dash / backstep of any character.
   Omega Red     Can cut short air dash by pressing back.
   Rogue         Can't cancel out of her air dash until halfway done
                 (but can cancel at anytime if doing special moves).
   Spider-Man    Can't cancel out of his air dash until halfway done
                 (but can cancel at anyime if doing specials or HCs).
   Venom         Can cancel out of his air dash at any time.

 Another type of air dashes are the eight-way kind that a couple of
 characters have.  There are two types of eight-way dashes.  In one
 kind, you stop moving the moment you do a move (this applies to Dr.
 Doom, Iron Man, and War Machine).  In the other kind, you continue
 to drift in the direction you were going in while attacking (Dhalsim,
 Storm, and Magneto).

 One interesting aspect of the eight-way air dashes, Anakaris' dash, and
 Blackheart's dash and backstep is that if you perform them with PP, you
 can cancel out of normal and command attacks.  For example, I can do a
 jumping HP with Anakaris, but tapping f,f afterwards does nothing.  If
 I press PP, though, the remainder of the HP animation is cut off and
 Anakaris instantly dashes forward.  The same would apply to, say, Iron
 Man doing a mid-air HK then hitting uf + PP; he'd cancel out of the
 rest of the HK animation and fly up-forward.  Although this might seem
 like a cheap way to attack and run, there is a catch; you cannot
 perform any normal or command attacks out of a cancelled PP dash.  You
 can, however, still cancel it into special moves or HCs.

 One useful aspect of dashing is that since it gives you momentum, you
 can attack while dashing and will remain closer to your opponent than if
 you had done the same attack simply while standing next to them.  This
 is very useful for chain combos, when you want to stay close so you can
 get more hits in.

 As I said previously, jumping is done by pressing in any upward
 direction.  There is more than one way to jump, though.  While dashing,
 you can tap up-forward to do a dashing jump, which covers more
 distance across the screen, but has a lower arc.  You can also super
 jump, which is done by tapping in any downward direction, then any
 upward direction.  This will make you leap high into the sky.  You
 can also super jump by hitting someone with an aerial rave launcher
 (like Ken's crouching HP), then press ub~uf before the crouching HP
 animation ends (doing it after the animation ends results in a normal
 jump).  This even applies if the launcher doesn't launch someone (for
 example, if you hit Hulk with Ken's launcher, he won't fly into the
 air since he has Super Armor--nonetheless, you can still Super Jump).
 What this doesn't apply to is air-only launchers.  In XvSF, I could
 hit someone with Juggernaut's standing HP and they wouldn't be
 launched, since it only does that to people who are airborne when
 they're hit.  However, I'd still be able to super jump.  Now, Juggy
 will not take to the skies unless his air-only launcher actually works
 as intended and hits an airborne foe.

 There are also triangle jumps (Sankaku Tobi), which only some characters
 can use.  These are done by jumping towards the side of the screen (the
 'wall', if you will), then pressing in the opposite direction.  For
 example, if I'm using Sabretooth and I jump up-back into the wall, I
 could triangle jump by pressing uf or f.  The difference between these
 two is that pressing up-forward results in a higher off-the-wall spring,
 while the forward version makes me jump further forward, but not as
 high.  Felicia has a special variation on the Sankaku Tobi (in fact, she
 has several 'on the wall' moves), so please see her section for more
 details.

 One interesting thing about the Sankaku Tobi is that doing it resets the
 jump count for those who can jump multiple times.  For example, Marrow
 can jump again while in air.  However, she also has a double jump.  So
 you can jump, jump again, triangle jump off the wall, and then jump
 again in air.  Chun-Li can really take to the skies because you can
 triple jump with her, triangle jump, then jump twice more in air.  It's
 nuts.  The only catch with using a triangle jump is that you can't
 triangle jump again or air dash after doing one.  So in the example
 above with Chun-Li, you couldn't do all those jumps, then air dash,
 because you did a triangle jump.  You could still jump three times and
 air dash, or jump once, air dash, and jump twice more, or whatever.
                                                                    

 ------------------------------------------------------------------------
 THROWS AND TECH. HITS
 ------------------------------------------------------------------------

 Throws / Holds         When close, b / f + HP / HK  (depends on person)
 Mid-Air Throws         When close, any dir. but d / u + HP / HK in air
 Tech. Hit (Escape)     Any dir. but d / u + HP / HK when grabbed  (air)
 Tech. Roll             Attempt a Tech. Hit after a throw connects
 Hold Recovery          Shake joystick and tap buttons when in a hold
                                                                  
 Throws are unblockable attacks, as are holds.  The difference between
 the two is that throws do a set amount of damage, while holds, although
 they do less damage, can do more if you shake the joystick and / or
 tap the buttons rapidly.  The basic motion for a throw or hold is to
 press back or forward + HP or HK when close to your opponent.  Some
 characters may not be able to throw with HK, while others may have
 throws instead of holds for a particular button.  The basic motion
 for an air throw is to press in any direction but straight up or down +
 HP or HK when you're close to your opponent and you're both in the air.
 Again, some characters cannot air throw with HK, and Thanos does not
 have any air throws.

 It is possible to escape from throws and holds the moment you are
 grabbed; to do so, press in any direction except for up or down and
 press any Punch or Kick button.  If sucessful, you'll flip away without
 taking any damage--this is called a Tech. Hit, and is available to all
 characters.  If you miss the opportunity to Tech. Hit, you can attempt
 it again, and you'll Tech. Roll (thanks to Spider-Dan for the
 terminology) after the throw hits, so you still take damage...kinda
 seems pointless.  Anyway, this is easily observable on Dan's HP throw,
 where you jump back immediately if you Tech. Hit, but if you Tech. Roll,
 it takes place after you've taken damage.  I know you can Tech. Roll
 out of the Web Throws ('cause I mistakenly thought you could tech. hit
 out in my previous FAQs) ^_^; but I don't know if there are any throws
 that you can't Tech. Roll out of (it should work for all throws).

 As for Tech Hits., it's been my experience that you can't Tech. Hit out
 of any special throws anymore.  Here are the ones you were able to
 escape from in previous games:

     * Cammy's Hooligan Combination
     * Colossus' Giant Swing
     * Cyclops' Running Neckbreaker Drop
     * Dan's Otoko Michi
     * Hulk's Gamma Tornado
     * Morrigan's Vector Drain
     * Sabretooth's Wild Fang
     * Zangief's Flying Powerbomb / Aerial Russian Slam / mid-air
       Screw Piledriver

 I'm assuming the following _should_ be escapable:

     * Cyclops' Optic Hold
     * Dhalsim's Yoga Smash
     * Gouki's Jigoku Guruma

 However, I haven't been able to Tech. Hit out of any of these, so I
 dunno what to say.  Maybe they're all inescapable now, or maybe I just
 suck at Tech. Hitting.  It is still possible to Tech. Hit from throws
 like Zangief's Dash Tsukami Nage and Iron Claw, or Cyclops' Leg Flip
 Throw, etc.

 Btw, there is an additional defense you can use against holds; even if
 you are grabbed, you can tap the buttons and shake the joystick (the
 same motions done to make holds do added damage), do make the hold do
 less damage and cause you to recover sooner.  This is called a hold
 recovery.  This also works for any move that holds you in place, like
 Thanos' Death Sphere, Kobun's Engo Kougeki (Tsukami!), or Dhalsim's
 Yoga Smash.


 ------------------------------------------------------------------------
 GETTING DIZZY
 ------------------------------------------------------------------------

 Technically, dizzies have been removed in MvC2, as you do not stand up
 and swoon momentarily.  Instead, your character suddenly flies upwards
 in the 'spiralling fall' animation (the kind where they do not recover
 on the way down).  Otherwise, dizzies still work the same way; once a
 character has taken enough hits, the dizzy effect (which in this case
 is just the character flying upwards), takes place.
       

 ------------------------------------------------------------------------
 ESCAPE ROLLS AND OTG HITS
 ------------------------------------------------------------------------
              
 Escape Roll            b,db,d + P / K when knocked down

 Escape rolls can only be done in a specific situation--when a character
 is knocked down to the ground.  When that occurs, press back, down-back,
 down + P or K while falling, and upon hitting the ground, your character
 will roll forward and get up (you get the same distance no matter which
 button you use).  The point of escape rolls?  For one thing, they can be
 used to get away or move closer to an enemy before you stand up again.
 They can also be used to evade OTG (off-the-ground) hits.  The only time
 they can't be used is when you are the victim of a Flying Screen attack.

 OTGs occur when you are lying on the ground and your opponent performs
 a low attack--it will knock you off the floor and you will take damage.
 For example, after being knocked over by a crouching Hard Kick, Dan
 could perform the Kouryuu Rekka, and if he was close enough, the first
 hit would knock you into the air.  Or after being thrown into the
 corner of the screen by Gouki, he could knock you off the ground with a
 crouching LK, then chain that into a crouching HP, and be able to launch
 you into the air for an aerial rave.  By using escape rolls, you never
 end up lying on the ground; you just go straight into the roll as you
 touch the floor, and this prevents OTGs from happening.  The only real
 problem with escape rolls is that it's possible to roll forward and
 stand up right into an attack; if you don't immediately block, you'll
 be hit.  If you roll next to your opponent and get up, there's also
 the risk of being thrown.


 ------------------------------------------------------------------------
 TYPES OF CANCELING
 ------------------------------------------------------------------------

 Canceling is what happens when the animation frames of one attack are
 canceled by another attack.  For example, when Morrigan does her
 standing HK, there is the animation of her leaning back and kicking,
 and then more animation as she recovers from that kick.  If you
 input the motion for the Soul Fist during her standing HK, though, she
 would immediately begin the Soul Fist animation, an the 'recovery'
 animation on the HK would never even come out.  You can also cancel
 normal attacks--this is the whole basis behind chain combos, where
 the rest of the animation for a crouching MP is cut off when the
 animation for, say, a crouching HP kicks in.  Unlike other SF games,
 the VS series also lets you cancel into and out of command attacks
 (in most cases), so that you can do something like this with Anakaris;
 LP -> Seija no Ayumi -> HK, or even LK Drill Kick, HP Drill Zutsuki
 with Dhalsim.  Not all ground command attacks are cancelable, though
 (though all mid-air command attacks are).

 Hyper canceling is a new addition to MvC 2--you can cancel a special
 move into a Hyper Combo.  All you have to do is input the HC command
 during the special move, and your character wil begin the HC, even if
 the special move hasn't hit yet.  The only catch is that you have to
 hyper cancel fairly early--you couldn't go into Iron Man's Proton
 Cannon at the very end of his Repulsor Blast, only right as it
 initially hit.  The basic rule of thumb is that you can't hyper cancel
 out of a special move if it doesn't hit--for example, Dan's Zenten
 Chouhatsu into his Chouhatsu Densetsu is impossible since the rolling
 taunt doesn't hit.  But you could do a Gadou Ken into his Chouhatsu
 Densetsu because even though the HC doesn't hit, the special move does.
 Yes, this is just like 'super canceling' from the SF3 series, but
 Capcom has christened it 'hyper canceling'.  Same diff.!
 
 Another type of canceling is called 'Delayed Hyper Combos'.  If you're
 doing a Hyper Combo, you can input the motion for one of your first
 partner's HCs, and he or she will show up and do that HC.  During that
 move, you can input a command for your third character's HC, and _they_
 will show up and do a Hyper Combo.  For example, I could do a Shun Goku
 Satsu with Gouki, and before it ends, input qcb + KK to make Sakura
 appear and do the Haru Ichiban.  Then before that ends, I can input
 qcf + KK and Blackheart will do his Heart of Darkness.  Obviously this
 adds up to a lot of damage, but the thing is that any Hyper Combo used
 in a DHC does 25% less damage than usual (for example, Dan's Otoko
 Michi goes from 100 points of damage down to 75% when used in a DHC).
 Also, in the event of most 'grab type' supers (like the previously
 mentioned Shun Goku Satsu), your opponent flies up into the air once
 your next ally comes in, so it can make comboing your HC harder to do.

 Otherwise, the only catch with Delayed Hyper Combos is that you have to
 go in order (2nd partner to 3rd partner), and some Hyper Combos can't be
 cancelled into or out of.  These include:

        Colossus             :       Super Armor
        MvC Wolverine        :       Berserker Charge
        Sakura Kasugano      :       Hiyakeshita Sakura
        Shuma-Gorath         :       Chaos Dimension
        Zangief              :       Iron Body

 The order of your characters is changed after a DHC, so if you bring
 in your two partners, then your last character will be the leader,
 while your old leader is now in second place, and your first partner
 is now your second partner.  In other words:

                                   After a            After a
   Lineup         Normally       2-person DHC       3-person DHC
   -----------------------------------------------------------------
   Leader           Ryu            Anakaris            Spiral
   Partner A      Anakaris          Spiral              Ryu
   Partner B       Spiral            Ryu              Anakaris

 This is important to remember, since if you do a DHC, then want to do
 another one later on, the order of characters will have changed.  So if
 you do a 3 person DHC, switch Ryu back in, and later attempt another
 Delayed Hyper Combo, entering b,f + PP for the Super Cobra Blow won't
 do anything since Spiral is your first partner now, not Anakaris.
    
 Finally, note that it's impossible to cancel from one Hyper Combo to
 another, like you can on say, the PSX version of MvC.  There seems to
 be a misconception about this, so there you go.  You can link HCs by
 waiting for the screen to return to normal before you do another one
 (for example, juggling someone with two of Dan's Shinkuu Gadou Kens),
 but that's about it.


 ------------------------------------------------------------------------
 CHAIN COMBOS
 ------------------------------------------------------------------------

 Chain combos are basic feature of the VS. games.  The premise behind a
 chain combo is that you can attack your opponent with a series of
 normal punches and kicks, canceling from one attack into the next.
 Since chain combos can be done by crouching, you can even cancel into
 standing or crouching attacks in the middle of the chain; for example,
 Chun-Li can go from a standing LP into a crouching HK, or from a
 crouching LK into a standing MP, into a crouching HP.  And so on.
 Obviously, this allows you to do higher damage.  Each person has their
 own 'style' of chain comboing--each type is explained below.  However,
 before I get into those, it's important to understand MvC2's new button
 set-up:

  Since the game only has four Punch or Kick buttons, Capcom needed a way
  to be able to stick Medium Punches and Kicks into the game.  Their
  solution was simple; if you press LP or LK, then press LP or LK again
  during the animation of the previous light attack, you'll actually get
  a MP or MK attack.  It's still possible to link weak attacks; you just
  have to wait for the animation to end.  For example, if I dash in
  with Wolverine and tap LP twice, I'll get a LP -> MP chain combo.  But
  if I tap LP, wait for the animation to end, then press LP again,
  Wolvie will do another LP attack, linking the two together for a combo.
  From here, I can press LP or LK for a medium attack, or press HP or HK
  to go straight into one of those attacks, or do whatever else I please.

  So in a sense, the old chain combos from previous VS games are still
  in there; you're just using less buttons to perform them (but the same
  amount of button presses).  The only real drawback of this new setup
  is that there's no way to perform a MP or MK attack unless you've done
  a LP or LK attack first.

 With that out of the way, on with the chain combo type explanations:

 [ 2-HIT SERIES ]  ------------------------------------------------------

 In this series, you can go from any light attack (LP or LK) into any
 other stronger attack (MP, MK, HP, or HK).

 [ 3-HIT SERIES ]  ------------------------------------------------------

 In this series, you can go from any light attack into any stronger
 attack.  This means you could do LK -> HP, or even LP -> MP -> HP.

 [ 5-HIT SERIES ]  ------------------------------------------------------

 In this series, you can go from any light attack into any stronger
 attack, and from a Punch to a Kick of the _same or higher_ strength, or
 from a Kick to a Punch of a _higher_ strength.  The only catch is that
 you can't go from HP to HK--you must pick one or the other.  This means
 that the longest combo you could perform is this:

                LP -> LK -> MP -> MK -> HP or HK

 Variations of this, like LP -> MK -> HP or LK -> MP -> MK -> HK, are
 also possible.

 [ 6-HIT SERIES ]  ------------------------------------------------------

 This works just like the 5-hit series, only you can do HP -> HK as well.
 The longest possible is then LP -> LK -> MP -> MK -> HP -> HK.  Of
 course, you can make whatever variations you want as well, as long as
 they follow the 5-hit series rules.

 I should point out, by the way, that the damage of your attacks
 decreases as your combos get longer.  I don't know the exact formula,
 but from what I can tell, it's something like a 1 point deduction for
 the fourth hit of a chain and 2 points off for the fifth hit.  Since
 I'm going by normal punches and kicks here, I don't know how far it
 progresses, but those of you who have seen huge combos will notice that
 they don't do as much damage as you'd suspect.


 ------------------------------------------------------------------------
 JUMPING CHAINS AND AERIAL RAVES
 ------------------------------------------------------------------------

 Universal Launcher     df + HP / HK (depending), then ub~uf to superjump

 Chain combos are not limited to just doing them while standing or
 crouching; you can also do them while jumping.  The same rules apply
 depending on what type of chain combo your character uses.  For
 example, Captain Commando's jumping chain style is '3-hit', so while he
 could do a LK -> MP -> HP combo in air, he couldn't do a 6-hit chain
 unless he was standing or super jumping.  It's possible to link jumping
 chains into standing ones; just land and start doing a ground chain as
 you normally would, from the beginning.  Also note that it doesn't
 matter whether your opponent is on the ground or in the air; just like
 ground chains, all that matters is that you are jumping through the air.

 The only difference between those chains and super jumping chains is
 that HP and HK attacks will usually knock an opponent down to the ground
 very swiftly (to prevent you from keeping them up in air and starting
 another jumping combo, say with a double jump).  However, it's sometimes
 possible to sneak in a hit after a 'knockdown' attack if your character
 is fast enough (for example, Dhalsim's jumping HP knocks down when
 done after a launcher and any aerial Punch or Kick, but in the corner,
 you can tack on an HK before your opponent is knocked down).

 An 'aerial rave' is simply the official term for super-jumping chain
 combos.  Normally this makes doing them against an opponent very
 difficult (unless they are super-jumping as well).  Luckily, you can
 force an opponent to super-jump by hitting them with a launcher attack.
 For example, Magneto's standing HK is a launcher on the second hit;
 once that connects, his opponent flies into the sky.  The same occurs
 when you press df + HP / HK (which is a universal launcher command),
 although it depends on the character; df + HP produces a launcher for
 Omega Red, but not df + HK, for example.  After launching your opponent,
 you can tap up to super jump alongside them and aerial rave your heart
 out.  As with other chain combos, the rules still apply.  The only
 drawback to the universal launchers is that you cannot combo into them.
 For example, I could do LP,MK,d+HK with Sonson, which would be a combo
 ending in a launcher.  But if I tried LP,MK,df+HP, or even LP,df+HP,
 I'd simply get the crouching HP attack (the one that knocks an opponent
 down, not the launcher).  The only way to technically 'combo' into a
 unique launcher is to proceed it with a jumping attack, or keep the
 opponent occupied (Blackheart can do his close standing HP demons and
 link that into his df + HP launcher in the corner).

 So now that we know how to launch an opponent, can we attack them just
 like we would if we were jumping?  No, not quite.  The main difference
 is (to quote James Chen), the 'Flying Screen' effect.  This effect will
 only occur during a super-jumping chain combo (aka the aerial rave).
 For example, if I am playing with Cyclops and I jump at my airborne
 opponent, I can do a LP,LP,HK combo (comes out as LP -> MP -> HK since
 his jumping chain type is 6-hit), and the HK hit will knock my opponent
 to the ground, because that's just what HP and HK attacks do when you
 hit with them at the end of a jumping combo.  However, if I and my
 opponent were both super jumping and I did the same combo, the HK hit
 would smack him down to the ground very fast, and what's more, the
 screen would stay on my opponent, so that Cyclops is scrolled off-
 screen.  If both characters were in the corner, Cyclops would fall down
 normally, but if not, then he would land and run in from off-screen a
 moment later.

 What does this mean?  Well, several things.  For one thing, once the
 screen begins to 'fly' after my opponent and doesn't stay on me, I lose
 control of Cyclops.  Pressing the buttons or joystick does nothing; in
 fact, I do not regain control of him until a second later, when I dash
 back onto the screen.  Another thing is that my opponent cannot use
 the escape roll (explained above) to get up.  In effect, all the
 Flying Screen does is insure that you remain safe after completing
 an aerial rave and will not have to worry about getting attacked.  Yet
 it also means that, in the event that both characters are in the corner
 of the screen, so that you fall down instead of running in, that you
 can continue to combo your opponent by OTG'ing them (also explained
 above), since they cannot roll out of the way (this is not possible if
 you dash in since you'll be too far away).


 ------------------------------------------------------------------------
 COMMAND ATTACKS AND OVERHEADS
 ------------------------------------------------------------------------

 'Command Attacks' is a catch-all term referring to any move done with
 a single joystick press + a button press.  Command attacks have lots
 of different properties--some are overhead attacks that cannot be
 blocked low, some are cancelable into other command attacks, special
 moves, or Hyper Combos, and some don't have any special purposes at
 all.  One thing that's always true is that every mid-air command attack
 is cancelable into special moves and SCs.

 Overhead attacks are moves that look like they could be blocked low,
 but actually can't.  You have to block them while standing.  Such
 moves include:

   Anakaris             Seija no Ayumi
   Chun-Li              Kaku Kyaku Raku, Sen'en Shuu
   Gouki                Zugai Hasatsu
   Hayato               The last hit of 'Kegon' Plasma Combos
   Ken Masters          Inazuma Kakato Wari
   Nash                 Jump Sobat
   Ryu                  Sakotsu Wari
   Sakura               Flower Kick and Shunpuu Kyaku

 You'd think more characters would have overheads (especially Guile, who
 has a ton of command attacks), but these are the only ones there are.
 Obviously most aerial attacks count as overheads as well (like Anakaris'
 'Bohi' moves).

 ------------------------------------------------------------------------
 SUPER ARMOR AND HYPER ARMOR
 ------------------------------------------------------------------------

 When a character is attacked, they go into 'hit stun'--this is the pose
 where they are reeling backward and are unable to do anything until
 they recover.  Super Armor provides a one-hit defense against hit stun:
 you still take damage from an attack, but just getting hit will not make
 you reel back.  What this also means is that if you were starting an
 attack and were hit, instead of being knocked out of it, your attack
 continues.  For example, Ryu hits Hulk with a standing LP as Hulk
 begins his Gamma Slam.  Against another charaacter, Ryu's LP would
 knock them back, and their special move wouldn't come out.  Since the
 Hulk has Super Armor, though, the LP pushes him back a bit and makes
 him flash red (the sign that his Super Armor has run out), but he
 doesn't go into hit stun, and in fact continues with the Gamma Slam,
 which hits Ryu.  This also prevents the Hulk from being launched by
 Ryu's crouching HP, since that is a single hit.  He'll take the damage,
 but will not be propelled into the air.  Blockable throws (like
 Colossus' Giant Swing or Spider-Man's Web Throw) won't connect either.

 You can see what kind of advantage Super Armor gives it's user, but the
 thing about such armor is that it is not foolproof.  For one thing, it's
 only good for one hit.  If Ryu had done an LP attack, but then chained
 it into, say, MK, the MK would have hit Hulk and made him go into hit
 stun, and the Gamma Slam would have never come out.  And if Ryu had
 proceeded his crouching HP with a crouching MP, or any other attack
 (they don't even have to combo, as long as the attacks come out pretty
 quickly), then Hulk would be launched into the air, since the Super
 Armor is no longer in effect.  The same applies to blockable throws
 and 'effect' moves--if Spidey jabs Hulk, then quickly does a Web Throw,
 it will connect.  If Thanos does an attack and cancels it into the
 Death Sphere, the 'special effect' of the move (in this case, trapping
 your opponent inside the sphere) will take place, whereas normally the
 sphere would just pop if done on it's own.

 Super Armor cannot stop the following attacks, though; jumping HP or HK
 attacks, knockdown moves (like a crouching HK), and most all special
 moves (except for projectiles; even multi-hit projectiles won't make a
 character go into hit-stun unless they are HC projectiles).  It can't
 stop a Snapback, either.  As usual, there are exceptions.  Firstly,
 Super Armor can resist two light attacks, so if Juggernaut is doing a
 move and you either link LP,LP or chain LP,LK against him, he will not
 go into hit stun.  Secondly, certain character's attacks will always
 make a Super Armor user go into hitstun, no matter what.  These
 include:

   Colossus             Standing HP / HK, and crouching HP
   Hulk                 Standing HP / HK, and crouching HP / HK                   
   Jin Saotome          Standing HP / HK, and crouching HP
   Juggernaut           Standing HP / HK, and crouching HP / HK
   Sentinel             Standing HK
   Zangief              Standing HP / HK, and crouching HP

 The following characters have Super Armor (but not when airborne);
 Hulk, Juggernaut, Jin (when he is glowing), Rogue (when she's stolen
 the Super Armor ability from someone else), Silver Samurai (during
 his Touki "Koori" HC x1-2), and Zangief (during his Flying Powerbomb
 or Final Atomic Buster).


 [ HYPER ARMOR ]  -------------------------------------------------------

 Hyper Armor is a pumped-up version of Super Armor.  Most noticable is
 that it provides an infinite-hit defense: in other words, that
 character never goes into hit stun.  Strider can run up to Mecha Zangief
 and do a four-hit combo, cancelled into a Gram, cancelled into his
 Legion SC, and through the entire thing, Mecha Zangief will not go into
 stun, nor be knocked down.  He cannot be launched either, no matter
 how many attacks Strider preceeds his launcher with.  With his Hyper
 Armor, Mecha Zangief has the ability to simply wade through attacks,
 because nothing is preventing him from walking straight through a
 Shinkuu Hadou Ken, for example.  However, like Super Armor, he can
 still be pushed back by attacks, so it's not like he could dash through
 a Hyper Combo and attack somebody.

 Another advantage of Hyper Armor is that certain attacks cannot continue
 beyond the first hit, like Hulk's Gamma Tornado (he can hit you with his
 arm but won't throw you), and Captain Commando's Captain Strike (it
 won't continue past the first hit).  Here's a list of what attacks are
 stopped by Hyper Armor:

   Amingo               Daichi no Kodomo (Tsukami), Shokubutsu no Okite
   Anakaris             Pharaoh Magic (doesn't keep you in place)
   Blackheart           His HK demons can't grab you
   Bulleta              Beautiful Memory
   Cable                Psi-Charge, Time Flip
   Captain America      Final Justice
   Captain Commando     Captain Strike
   Colossus             Giant Swing
   Felicia              Please Help Me, Dancing Flash
   Guile                Crossfire Assault
   Hulk                 Gamma Tornado
   Jill Valentine       Ousen Shageki
   Jin Saotome          Saotome Crush, Blodia Vulcan, Saotome Cyclone
   Kobun                Engo Kougeki (Tsukami!)
   Marrow               Ride & Slash
   Morrigan             Darkness Illusion
   Nash                 Crossfire Blitz
   Omega Red            Carbonadium Coil, Carbonadium Smasher
   Ruby Heart           Rafale Canon, Tour de Magie
   Sabretooth           Wild Fang, Berserker Claw X, Weapon X Dash
   Shuma-Gorath         Chaos Dimension
   Silver Samurai       Hyouga Ken (won't freeze)
   Sonson               Kingin no Hisago, POW
   Spider-Man           Web Ball, Web Throw, Ultimate Web Throw
   Spiral               Metamorphose (you can still move around)
   Thanos               Gauntlet Soul
   Tron Bonne           Shiki Dan, Chuushoku Rush
   Venom                Web Throw, Venom Web
   Wolverine            Weapon X

 Regarding the HCs that do function normally; for Spiral's Metamorphose,
 you can't hit her out of it, but you can always jump (or fall, if you're
 in the air) out of the way.  Silver Samurai's Hyouga Ken won't be able
 to freeze you, and Blackheart's Heart of Darkness still does all the
 hits even though you aren't lifted in the air.  The weirdest HC to be
 hit with is the Pharaoh Magic, since Anakaris continues the move as
 long as each spell orb hits, but you can actually block the giant
 sarcophagus at the end (for example, if you're Mecha Zangief, you can
 block the third spell orb, turn back into Zangief, and block).  I
 thought for sure it would be considered an unblockable attack, but oh
 well....  What's really weird is that Sakura's Midare Zakura works
 against a Hyper Armor user just as it normally would, even though it's
 an auto combo.  Maybe all her Saikyo-ryuu training paid off!

 Anyway, back to the pros and cons of Hyper Armor.  Hyper Armor users
 can never be dizzied, and the Hyper Armor stays in effect even when
 they're airborne.  They can never be Snapbacked, either.  To make up for
 all this, Hyper Armor users take added damage from 'beam' supers, like
 the Captain Sword, Iron Man's Proton Cannon, and so on.  The only
 characters with Hyper Armor are Colossus (during his Super Armor HC),
 Kobun (during his King Kobun HC), Silver Samurai (after using Touki
 "Koori" 3 times), Sonson (during her En'ou HC), and Mecha Zangief (he
 has it all times).  Rogue can get Hyper Armor if she steals it from a
 character who has that ability (like Colossus, Mega Zangief, or another
 Rogue with a stolen Hyper Armor ability).  The last boss, Abyss, has
 Hyper Armor in all three of his forms.


 ------------------------------------------------------------------------
 CHARGE MOVE TRICKS
 ------------------------------------------------------------------------

 There are two neat tricks with performing charge moves...they're not
 groundbreaking, but can be helpful.

 The first trick is that any move that has you charge down, then up, can
 be performed by holding the button and inputting the command instead of
 tapping the button at the end.  For example, you could hold K, charge
 down, and the moment you press in any upwards direction, Guile would do
 his Somersault Kick.  Realistically, there are probably not a lot of
 advantages over doing it the normal way, but I figure a) you must be
 saving a fraction of a second by not having to tap a button, and b) I
 find that it works better when your character has two charge moves that
 use the same button (like Hulk or Jin), and you keep messing them up.

 For example, I sometimes end up getting the Saotome Typhoon when I
 wanted the Saotome Dynamite, because I tend to my charge moves as db,uf,
 which (to my misfortune), covers all four directions required for either
 type of move.  Because you can't do this trick for a horizontal charge
 move (holding P and charging b,f would not result in a Sonic Boom), this
 method insures you get the charge attack you want.  Note that for Hulk's
 Gamma Charge, you'll have to press Kick again if you want the second
 charge attack to come out.

 The second trick is the ability to move back or forward before using a
 charge move.  For b,f charge moves, this is simply a matter of
 charging back, and instead of pressing f + a button, you can walk a
 step or two forward before hitting a button.  This can be useful for
 characters like Shuma, whose HP Mystic Stare can't hit from across the
 screen.  By walking forward a step, you get close enough for the move
 to actually hit.  Another option is to simply spend your 'free time'
 standing still, then tap f + P to do the move.  This trick also lets you
 stick certain command attacks in before you do special moves, if they
 use the opposite button.  For example, you can charge back, press
 forward and HK to get Guile's Reverse Spin Kick, then press P and he'll
 cancel out of it (before it hits, sadly), into the Sonic Boom.  You can
 tell that I haven't found any real application for this yet ;)

 To get this to work for vertical charge moves, you have to use the
 button holding trick mentioned above.  If you try it normally, you
 always jump when you press ub~uf.  Anyway, just charge down, then
 walk back or forward a step, then press any any upwards direction while
 holding the proper button to do your attack.  Now you can play like CPU
 Guile and walk up, then Somersault Kick somebody!  It looks especially
 cool when you're Jin, and you walk backward or forward a bit before
 having your clothes suddenly explode around you ;)  Surprised the heck
 out of me when I first did it!


 ------------------------------------------------------------------------
 YOU AND YOUR PARTNERS
 ------------------------------------------------------------------------

 Variable Attack        Press LP + LK / HP + HK to switch in PA or PB
 Variable Assist        Press PA or PB
 Variable Counter       b,db,d + PA / PB while blocking  (Level 1+)
 Variable Combination   Press PA + PB                    (Level 2+)
 Snapback               qcf + PA / PB                    (Level 1+)
 Delayed Hyper Combo    Do an HC during your own HC x2   (Level 2+)

 Partner Order Change   Hold PA or PB before a battle (at the VS. screen)
                        to make your 1st or 2nd partner switch places
                        with the lead character.

 When you pick your characters, you also have to select an 'Assist Type'
 for them: Alpha (a), Beta (b), or Gamma (y).  An easier way to remember
 them is by color (red, green, and blue, respectively).  The Assist Type
 you select changes not only what move your character does during a
 Partner Assist, but what is done during a Variable Counter or Variable
 Combination.  For reasons of brevity, I didn't bother to list the
 assist type names, but for those who are interested, here they are:

   CHARACTER        ASSIST TYPE NAME             EXAMPLE
   ---------------------------------------------------------------------
   y Dan            Irregular Attack Type        Premium Sign
   B Magneto        Capturing Attack Type        Hyper Grav
   B Dhalsim        Ground Attack Type           Yoga Flame
   B Gambit         Moving Attack Type           Cajun Slash
   B Hulk           Rushing Attack Type          Gamma Charge (Taichi)
   y Colossus       Launcher Attack Type         Standing HK
   B Cable          Anti-Air Attack Type         Scimitar
   B Anakaris       Throw Assistance Type        Miira Drop
   y Ruby Heart     Ability Assistance Type      Power-Up Orb
   a Sonson         Recovery Assistance Type     Life-Up Peach
   B Guile          Shooting Type                Sonic Boom
   y Morrigan       Balance Type                 Soul Fist

 Most of the examples are fairly self explanatory, except for 'Balance
 Type'.  This sort of assist is usually like one of the others but with
 a change in the Partner Assist or Variable Counter category.  For
 example, let's look at (y) Morrigan and Shuma-Gorath, who are both
 Balance types.  (a) Morrigan and (y) Morrigan have the same moves,
 except (y) Morrigan's Assist is a Soul Fist instead of a Shadow Blade.
 In a similar vein, (a) Shuma and (y) Shuma have the same moves, except
 (y) Shuma's Variable counter is a Mystic Smash instead of a Mystic
 Stare.

 When you're picking your Assist type, one of the types will have the
 message 'Osusume!' (Awesome!) above it.  I guess this is the
 programmers' pick as to which assist is the best to use.  Considering
 some of their choices, though (Gamma Assist for Dan?) I would
 recommend picking what you prefer instead of following their advice.

 Onto using partners during the game; when a partner is on-screen, they
 can be damaged just like you can, although all the damage they take is
 recoverable.  Even so, they can still be killed if they take enough
 damage.  Also, when a partner is on-screen, certain moves won't work
 against them, or else only have a limited effect:
                                    
 Moves that always target your opponent and not the helper:

   Cammy                Killer Bee Assault
   Ruby Heart           Tour de Magie

 Moves that work normally (full hits and all that):

   Anakaris             Pharaoh Magic  (this looks so freakin' cool)
   Sakura               Midare Zakura
   Hiyakeshita Sakura   Midare Zakura
   Spider-Man           Maximum Spider

 Moves that only hit for the first few blows, then stop:

   Captain Commando     Captain Storm
   Jin Saotome          Blodia Vulcan, Saotome Cyclone
   Ruby Heart           Pare-tonn‰re

  Moves that hit once and fail, but stun the opponent momentarily:
            
   Nash                 Crossfire Blitz
   Sabretooth           Berserker Claw X, Weapon X Dash

  Moves that hit once and fail:

   Amingo               Daichi no Kodomo, Shokubutsu no Okite
   Anakaris             Ouke no Sabaki
   Bulleta              Beautiful Memory
   Cable                Psi-Charge, Time Flip
   Cammy                Hooligan Combination
   Captain America      Final Justice
   Felicia              Dancing Flash, Please Help Me
   Hayato               Plasma Field, Black Hayato
   Hulk                 Gamma Tornado
   Jill Valentine       Ousen Shageki, CODE: T-002
   Jin Saotome          Saotome Crush
   Kobun                Engo Kougeki (Tsukami!)
   Morrigan Aensland    Darkness Illusion
   Omega Red            Carbonadium Coil, Carbonadium Smasher
   Rogue                Power Drain, "Goodnight, Sugah"
   Ruby Heart           Fant“me, Rafale Canon
   Shuma-Gorath         Chaos Dimension
   Spider-Man           Web Ball, Web Throw, Ultimate Web Throw
   Spiral               Six-Hand Grapple
   Strider Hiryu        Ragnarok
   Thanos               Death Sphere, Gauntlet Soul
   Tron Bonne           Shiki Dan, Chuushoku Rush
   Venom                Web Throw, Venom Web
   Wolverine            Weapon X

  Moves that do not hit at all:

   Anakaris             Miira Drop
   Bulleta              Hyper Apple For You *
   Dan                  Otoko Michi
   Dhalsim              Yoga Strike
   Gouki                Shun Goku Satsu
   Guile                Crossfire Assault
   Spiral               Metamorphose
   Hiyakeshita Sakura   Shun Goku Satsu
      
   All normal ground and air throws
   All special move throws (Byakko Hou, Vector Drain, etc.)
   All HC throws (Final Atomic Buster, UFAB, etc.)

   * You can never get the close version to come out, just the far one
     where the apples spill out of her basket.

 So while an assisting partner could take the full hits from a Berserker
 Barrage X, they would simply be knocked back by, say, Sonson's POW for
 minor damage.  Most HCs that won't function normally against a partner
 either knock the partner back, or stun them momentarily, as listed
 above.

 In the last revision of the FAQ I mistakenly wrote that you can't call
 your helpers out endlessly.  In fact, you can--the 'Assist OK!' message
 means that your allies are ready to be summoned, and if you press the
 button early enough, you can summon them back before the message even
 appears.  The only time when you can't call out a character is when
 they've been Snapbacked, in which case a red X mark appears over their
 name for a short period of time.  Also, you cannot call out a character
 when another one is on screen.  So if you do a Partner Assist, then
 press PA+PB for a Variable Combination, nothing will happen, not even
 a single-person VC, because you have an ally on screen.  The same
 would apply to trying to call an Assist while one partner is on-screen,
 or trying to do a Variable Counter while a partner is on-screen.


 [ PARTNER ASSISTS ]  ---------------------------------------------------

 Partners can be summoned in battle by pressing PA for your first
 partner, or PB for your second partner.  If you only have one partner
 left, either button has the same effect.  When a partner is going to
 assist you, they come on screen, attack, taunt afterwards, then leap
 away.  When your character summons a partner, they will pose before
 the partner comes out, although this pose can be broken by any sort of
 movement or attack, and doesn't happen at all if you call a partner
 while jumping or crouching.  You cannot call an partner when super
 jumping, although you can when dashing or flying in mid-air via the
 Hikou (Magneto did this to me, it was quite a shock).  You cannot call
 a partner when in hit or block stun, either.  However, you _can_ call
 an opponent while doing any sort of normal move or cancelable command
 attack, or even call them during a chain combo!  For example, here's a
 combo you can do using Chun-Li with an Alpha Guile as your first partner
 (tested against Cable in the corner of the screen):

                      Dashing LP, LK, MP+PA, MK

 Your hits will keep your opponent in hitstun long enough for Guile to
 come out and do his Somersault Kick for a nice six-hitter.  You don't
 have to press MP and PA together, but generally you will have to stick
 the PA or PB button in there pretty quickly between button presses if
 you want to keep comboing your opponent while your helper shows up.
 Obviously this combo is kind of lame (hey, I'm no James Chen), but
 as you can guess, you can arrange all sorts of strange combos this way.
 For example, you can do four hits of Morrigan's standing chain, but
 stick in a partner assist with Alpha Juggernaut on the third hit
 (standing MP).  He'll come in for a few hits, and you can dash forward
 and do a crouching LP,HP on still-in-hitstun opponent to knock them
 into the air for an aerial rave.  Nice!
                   
 Note that if you are hit by an attack as your partner is coming out,
 they will land, taunt, and leap away without attacking.  If they are
 hit while on screen, they will stop attacking and leap off-screen at
 the first available chance (such as after landing from an aerial rave
 by your opponent).  Partner Assists do not cost any HC power and can
 be performed indefinitely.  Regarding the 'launcher' moves; some
 partners can assist with their launcher attack, like Colossus' standing
 HK.  However, you cannot super jump by pressing up after the launchers
 connect--they simply knock an enemy into the air.  And on the subject
 of specific assists, the ones that help you out (like Sonson's Life
 Up Peach, or Ruby Heart's Power Up Orb) can only be taken by you, and
 not by your opponent, so don't worry about them getting your power-up.
 It should also be mentioned that you cannot control Partner Assists,
 so if you call in Wolvie to do his Berserker Barrage, you can't tap
 P for more hits.  Similarily, you couldn't move Zangief during his
 Alpha assist (the Double Lariat).


 [ VARIABLE ATTACKS ]  --------------------------------------------------

 This is simply a way to switch in your first partner (press LP + LK) or
 your second partner (press HP + HK).  Your character will leap offscreen
 while your partner comes in with a jumping attack.  Upon landing, they
 will perform a taunt.  If a Variable Attack hits, an opponent is knocked
 high into the air (no, it's not a launcher), and can be attacked until
 they reach the ground (since they don't turn upright after the apex of
 their jump, luckily for you).  This makes it easy to simply dash forward
 and keep them up with an attack, launch them, then air combo them, all
 off of a sucessful Variable Attack.  Of course, if a Variable Attack is
 blocked, you're left wide open to attack.  You can cancel into a
 Variable Attack from a punch, kick, or command attack, and in some
 cases you even combo into it.

 If you only have one partner left, either set of buttons will call them
 in.  Note that if you have died or your lead character was Snapbacked,
 your next partner up will leap in _without_ attacking.
                

 [ VARIABLE COUNTERS ]  -------------------------------------------------

 Variable Counters have changed from previous VS. games.  They are now
 done by inputting b,db,d + PA or PB while blocking.  They still cost
 one level of HC power to use, though.  When a Variable Counter is
 performed, your main character will stop blocking and will leap off-
 screen, while your first or second partner, depending, will come in
 with an attack.  Once the attack has finished you will be in control
 of them.  Variable Counters can only be used during a standing or
 crouching block, obviously.  The attack is usually the same one used
 for your Variable Assist, but in some cases it's different (I mean,
 you don't expect Sonson to _attack_ your enemy with a Life-Up Fruit,
 do you?)

 The one important thing about Variable Counters is that they are, for
 the most part, controllable.  For instance, Spidey can Assist with a
 Spider Sting, but he only does one hit.  However, when the Spider
 Sting is done as a Variable Counter, you can press P again for the
 added hit.  Another example would be being able to steer the Drill
 Claw and Lightning Attack, or to redirect the Gamma Charge.  In fact,
 the only Variable Counters that aren't controllable are Ruby Heart's
 Cheval Seller (you can't redirect or continue the move) and War
 Machine's Smart Bombs (you only get the b + LK + HP version; you can't
 do the neutral or f + LK + HP versions).

 Another interesting thing about Variable Counters is that, unlike
 Variable Assists or Variable Combinations, you can cancel out of them
 into a Hyper Combo.


 [ VARIABLE COMBINATIONS ]  ---------------------------------------------

 Variable Combinations have been changed from the previous games, in some
 good ways, and in some bad.  For one thing, the command to do them is
 different; you simply press PA + PB when you have at least one level of
 HC power.  What move your characters do during the Variable Combination
 is dependant on ther Partner Assist Type (a, B, or y).  For example, in
 MvC, Captain America would do the Hyper Stars & Stripes when he was the
 first person up, or the Hyper Charging Star if he was your partner.
 This time around, the Beta version of Captain America always does the
 Hyper Stars & Stripes, and the two other versions always do the Hyper
 Charging Star.  One aspect that has stayed the same is that you can't
 "control" characters during a Variable Combination.  For example, you
 couldn't redirect Psylocke's Psi-Thrust, or set the flight path of
 Silver Samurai's Chou Shuriken, etc.

 There are many ways for a Variable Combination to come out, and the
 deciding factors are HC power and the number of usable partners:

 - Single person VC: either you only have one character left, or you
   only have one level of HC power.

 - Double person VC: either you only have two characters left, or you
   only have two levels of HC power.

 - Triple person VC: you have all characters left and three levels of
   HC power.

 On the upside, this means that you can now do VCs with just one person,
 which is pretty useful when they have a useful VC ability, such as
 Zangief's Hyper Double Lariat or Spiral's Hyper Metamorphose.  On the
 downside, there's no way to choose between which version you want to
 do; if you have three characters and at least three HC levels, you can
 _only_ do the triple-team version, and not the single person or two
 people versions.  Another big change to Variable Combinations is that
 once they're over, you're still playing with the character you
 initiated the Variable Combination with--you don't switch characters
 like you did in the previous VS. games.

 In spite of the bad news, Variable Combinations can still be canceled
 into from normal attacks or command attacks, just like special moves
 (although you can't hyper cancel into them).  So for example, if you
 were playing with (a) Guile and did this combo:

                 standing LP, MP, Straight, PA + PB

 You'd cancel from the Straight into his VC (the Somersault Strike).
                                        
 Another important element to using Variable Combinations is the order
 that your characters go in.  For example, take a look at these Variable
 Combination results using (a) Anakaris (Pharaoh Cobra Blow), Iron Man
 (Proton Cannon), and Juggernaut (Juggernaut Headcrush), against Cable
 on the default damage settings, with Cable in the corner:

       CHARACTER ORDER                         RESULTING DAMAGE
      ----------------------------------------------------------
       Anakaris, Juggernaut, Iron Man          105 - 110 points
       Anakaris, Iron Man, Juggernaut          100 - 105 points
       Juggernaut, Anakaris, Iron Man           95 - 100 points
       Juggernaut, Iron Man, Anakaris           95 - 105 points
       Iron Man, Anakaris, Juggernaut           65 -  70 points
       Iron Man, Juggernaut, Anakaris           60 -  65 points

 As you can see, the order of characters in a Variable Combination is
 very important.  It's not just for damage either; when leading off
 with Juggernaut, he tended to mess up the Combination and result in
 about half damage most of the time.  While it was possible to fix
 this by doing the Combination out in the open, it still makes Anakaris
 a better choice as a leader (since his VC does the same amount of
 damage in the corner or out in the open).  On the other hand, some
 VCs have a rather foolproof setup: Gamma Sakura, Beta Jill, and Alpha
 Tron's VC does around 99 points of damage no matter what order those
 characters are in and no matter where your opponent is on the screen
 (as long as they're on the ground, of course) ;D

 Another problem not illustrated here is picking complementary Hyper
 Combos.  All of the HCs in this example cover a long horizontal range,
 and so they all work reasonably well together.  However, it's possible
 to create some really ghastly ones.  For example, if you pick Amingo,
 (B) Ken, and (y) Sakura (and have them in that order), you get the
 following result when you try a Variable Combination: Amingo's Taiyou
 no Megumi carries your opponent up so that Ken's Shouryuu Reppa only
 hits a few times, and Sakura's Midare Zakura totally misses.  The
 result is extremely low damage (50 out in the open) for three levels,
 when you could have done the Taiyou no Megumi on it's own for 45
 points.  The damage increases only a bit in the corner, to boot.

 So when you pick your characters and their assist types, try to think
 about how the HCs will work together in a Variable Combination.  After
 all, with the right results, you can do some pretty extreme damage.
 In the Anakaris-Juggernaut-Iron Man combination listed above,
 preceeding the V. Combination with a 5-hit ground chain by Anakaris
 (standing LP,LK,MP,MK, forward Tenchuu), gave a maximum result of 141
 points of damage.  That's almost an entire life gauge (and imagine if
 you did it while two or three opponents were on-screen)!
                                        

 [ SNAPBACK ATTACK ]  ---------------------------------------------------

 A new addition to the VS series, the Snapback is done by entering a
 fireball motion (qcf) + PA or PB.  It costs one level of HC power to
 use.  When performed, your character pauses, then does an attack while
 light flashes around them (the attack is usually something like a
 standing Hard Punch or Hard Kick).  If the attack hits, your opponent
 flies off screen, and either their first partner (if you used qcf + PA)
 or their second partner (if you used qcf + PB) will fly in without
 attacking.  

 The unique aspect about hitting someone with a Snapback is that instead
 of having to wait for your helper to jump off-screen before you can call
 them again, you have to wait for a red X mark that appears to vanish
 over a Snapbacked character's life guage, before you can call them back
 in.  This means that the snapped character is kept off-screen for longer
 than usual, and the healing process (if they have any recoverable life),
 won't even begin until after the X and the assist message are gone.

 Although the Snapback does very little damage, most characters can
 combo their Snapback off of a normal attack or a command attack, just
 like a special move.  The Snapback is a useful tool in finishing off
 an opponent, since if someone is low on life and they switch out, you
 can bring them right back in with the Snapback.  This is especially
 handy if you hit someone's partner with a Hyper Combo or some other
 high damage attack and want to bring them in before they have a chance
 to completely recover all their lost life.  Or you can simply use it to
 keep a powerful character out of commission by knocking them away with
 a Snapback every time they come in.  For those who are wondering, yes
 you can Snapback someone when they don't have any partners, but all
 that happens is that they take the small amount of damage they normally
 would and get knocked back.  The same thing applies if you Snapback an
 on-screen partner.

 If someone is Snapbacked, and you Snapback their partner (so their first
 partner is out and you Snapback with qcf + PA, for example), then the
 partner who is Snapbacked comes back in (you're essentially wasting your
 previous Snapback this way).  So if you want to put both of your
 opponent's partners out of commission, be sure to use qcf + PA one time
 and qcf + PB the next (or the reverse)!


 ------------------------------------------------------------------------
 TAUNTING
 ------------------------------------------------------------------------

 Chouhatsu (Taunt)      Press Start + LK / MK  (Dreamcast version)
                        Press Start            (arcade version)
                      
 Another way to perform taunts is to hold Start, then press LK or MK.
 Taunts can also be assigned to a button ("Chouhatsu"), if you desire.
 In the arcade version of MvC2, you can taunt simply by pressing Start.

 For most of the characters, taunting has no purpose aside from annoying
 your opponent.  You can't move during a taunt or otherwise defend or
 attack, either.  However, you can cancel from any normal move or command
 attack into a taunt--I suppose this would be useful if your normal
 attack has a lot of lag and your taunt doesn't, although no specific
 examples are coming to mind ;)  The only taunts worth mentioning are
 Dan's taunt moves, all of which give him HC power, save for his
 Chouhatsu Densetsu HC.  He can also taunt in the air, and has two
 rolling taunts.

 The other taunts worth noting are the 'hittable' ones, namely Chun-Li,
 Psylocke, Rogue, Sakura, and Hiyakeshita Sakura's taunts.  These do
 1 point of damage when they hit, and no damage when blocked.  Since
 they can hit an opponent, they can be canceled into Hyper Combos, too.
 These taunts cannot kill someone, and if you taunt-hit someone with no
 life left, they lose recoverable life.  Once they have no normal life
 or recoverable life left, taunting has no effect on them, although
 they still get knocked back.  In fact, all hittable taunts (except
 for Psylocke's) will knock an enemy back a la many characters' Flying
 Attacks.


 ========================================================================
 5.  MISCELLANEOUS
 ========================================================================
     
 ------------------------------------------------------------------------
 ARCADE / DREAMCAST DIFFERENCES
 ------------------------------------------------------------------------

 This section will document all the differences found between the US
 arcade and Japanese Dreamcast versions of MvC2.  Here's what's been
 found so far:

 - Kobun is now called 'Servbot'.

 - The characters are unlocked in a different order in the arcade
   version, and of course there is a different default line up in the
   arcade version as well.

 - There are some arcade- and DC-only glitches.

 - Morrigan's launcher is a crouching HP in the Dreamcast version, but
   in the arcade version, her crouching HP is the Mysterious Arc (cape
   sweep thingy).  You can still access her launcher, but you have to
   use df + HP.  The weird part is that you can still stick this in
   chain combos, unlike most unique launchers.

 - John Syers told me that Magneto's flight is now b,d,db + KK, but in
   the Japanese DC version, it's still qcb + KK.  Any verification on
   other people's flight commands being changed?

 - Someone had mailed me saying that Jill's flaming zombie was a
   blockable overhead attack, but on the DC, it's definitely unblockable
   (unless you are in your blocking animation, see Jill's notes for
   details, above).  Can someone verify that the arcade version is an
   overhead?

 [ THE SHOP OPTION IN MVC2 (US DREAMCAST RELEASE) ]  --------------------

 Zach Adams wrote into me explaining how the shop option works in the US
 version of MvC2.  This option is also in the Japanese version (under
 the 'Secret Factor' section), but I've never needed to use it thanks to
 a certain hacked save file. :)  Since Zach so graciously sent in all
 this info, here you folks go.  Remember that this is for the US DC
 version of MvC2, though.  I formatted the text a bit, but didn't change
 anything as per Zach's request:

 "About the Shop in the US Version of MvC2:

 Due to the lack of net play (BOOO!) or VMU slots in the arcade version
 (yaaay!), all characters, stages and costs are now in a single point
 scale.  Points are earned from playing the game in any mode (yes, that
 includes Training and "dummy" Vs. battles) and are tallied on the Secret
 Factor screen.  Additionally, you gain experience points for playing the
 game, though since they're only indicated in a bar format I can't tell
 how many purchase points=increase in level.  On the Shop Screen there
 are three items which change each time you enter: the first will contain
 either a New Color for a randomly selected character or a New Stage
 (which will always be the same until you purchase it), the second will
 have a randomly selected Tier One or Tier Two hidden character, and the
 third will hold a randomly selected Tier Three or Tier Four character.

 Column 1's items will always cost the same (more on that in a moment),
 but column 2 and 3 will go up and down within a set limit: 500-1000 for
 Tier One, 1000-2000 for Tier Two, 2000-3000 for Tier 3 and 3000-4000 for
 Tier Four.  If you keep leaving and entering the shop, the characters
 available will change out within a set number (usually three or four
 available per level change per column), so if you keep trying you'll get
 a good price on the character you want (assuming that character was
 selected for sale that time anyway).

 Personally I've never paid more than 200 over minimum for a character.
 Until you reach Level 50, Tier Four characters and New Stages will ONLY
 be available when your level is a multiple of 5, and then you will NOT
 be able to purchase new colors or Tier 3 characters until you raise your
 level on the Secret Factor screen again; as far as I can tell, there's
 no effect on Column 2 (and all Tier 4 chars will be available at once,
 meaning if you keep entering and leaving the Shop screen you'll see all
 8 of them).  Once you reach level 50, everything is always available.
 The Tiers are:

  Tier 1 (500-1000):  Wolverine w/Adamantium, Shuma-Gorath, Omega Red,
                      Storm, Akuma, Jin Saotome, B.B. Hood and Morrigan

  Tier 2 (1000-2000): Magneto, Juggernaut, Silver Samurai, Gambit, Mega
                      Man, Roll, Capt. Commando and Chun-Li

  Tier 3 (2000-3000): Blackheart, Colossus, Spiral, Sabretooth, Dhalsim,
                      Ken, Charlie and M. Bison

  Tier 4 (3000-4000): Iron Man, War Machine, Sentinel, Thanos, Felicia,
                      Cammy, Dan and Servbot (yes, two of the most
                      tactically useless chars in the game are also the
                      most expensive).

 New Stages go in a set order and start at 1000 pts., increasing by 500
 pts. with each purchased.  New Colors are completely random in who is
 offered when, and start at 100 pts., increasing by 100 with each
 purchased.  (Whether they eventually reach 5600 pts. I'm not sure; I've
 only gotten up to 1600 so far as characters are my top priority.  I'll
 let you know if they hit a maximum)."


 ------------------------------------------------------------------------
 DOWNLOADING FILES FROM CAPCOM OF JAPAN'S PAGE
 ------------------------------------------------------------------------

 If you have the Japanese version of MvC2, you can download save files
 from Capcom of Japan's page (www.capcom.co.jp).  Since I can't log on
 using my DC's modem (it's too fast), I haven't been able to try this for
 myself.  Luckily for all you guys, Ian Seah wrote in and explained what
 he did in order to get the files, so take a look at
 what he has to say:

 "I recently bought myself a japanese DC with a 33.6k modem and Dream
 passport 3 at Akihabara, tokyo. I would like to contribute a bit on the
 Download section of the faq. I have tried download from the Capcom
 Japan's webpage. It really Works!!

 I registered my set at my aunt's home in tokyo b4 i got back to
 singapore.  currently i am using a singapore ISP.  Firstly, the marvel
 Vs capcom 2 CD must be in the system. The file cannot be downloaded
 with the Dream passport CD.

 Select the "Network Battle" at the main menu. At the next screen, select
 "Homepage". Japanese texts will appear asking whether i wanna to
 proceed. i just click YES. The system will automatic dial my ISP. After
 successfully connected to the ISP, the Marvel Vs Capcom 2 official
 Webpage will start to load. Just click to the html page with the New
 Character, New Colour, New stage. I click the right option on that page.
 A dialog will ask whether i would like to download the file, i choose
 yes. I guess the MvsC2 CD contain it's own browser. As it functons like
 the dream passport CD

 The file is only 2 blocks of VMS space. The file enabled all locked
 characters, New colours, the 7 new stages and also the ability to
 select the same character more than once."


 ------------------------------------------------------------------------
 GLITCHES AND BUGS
 ------------------------------------------------------------------------

 It seems like this game has a smackload of glitches in it.  Some of
 them I can't verify since I'm not very good at mashing ;)  Since I've
 only tested this stuff on my DC copy and not in the arcades, I dunno
 what differences there may be if you try these tricks on an arcade
 machine.

 Here are the ones people have discovered so far:

 (Found by Chocobo)
   Ken's mid-air Tatsumaki Senpuu Kyaku and Gouki's mid-air Tatsumaki
   Zankuu Kyaku do way more damage than usual (we're talking more than
   their HCs here).  I've noticed the damage increases if you don't use
   them on the end of a big combo (so launcher, jump forward, qcb + K
   does more damage than doing a big aerial rave).

 (Found by Chris MacDonald)
   Sakura's Tatsumaki Senpuu Kyaku also does tons of damage, even on
   the ground (40 points!)  It's harder to get a lot of hits out of it
   in the air, but it still does way more damage than normal.  I have
   the feeling the increased damage glitch may apply to Ryu's TSK as
   well--I mean, in the corner, it hits twice for 32 points of damage
   when done on the ground, which is pretty high.

 (Found by Viscant)
   If you Snapback your opponent and their on-screen partner, you can
   then juggle the partner indefinitely because they can't block.

   Here's the test example I used--Magneto can snapback two Ruby Hearts
   in the corner, and then dash forward and use crouching LK, crouching
   HP to juggle the 'partner' Ruby Heart back up, then just keep
   launching her with c. HP until she's dead.  What I've found is that
   when you do this when only two characters are left, the remaining
   character doesn't jump on screen after the death of their partner,
   but shows up invisible, and stays that way until the 2P controller
   is touched or you try to attack them.  An even cheaper way to perform
   this infinite is to Snapback with the same button of your opponent's
   helper; if you mess up the infinite juggle, then the helper will be
   the next to jump in, and all that life they _could_ have recovered
   is now gone.

 (Found by Viscant)
   The trick above also works if you kill your opponent while their
   helper is on-screen--the helper can be launched indefinitely.  This
   is pretty cool because the dead opponent stays on screen until you
   kill the helper...just to rub it in a little more ;)
                       
 (Found by the Pimp)
   Do Sonson's POW HC, then do a Delayed Hyper Combo into anybody else's
   HC, and your opponent will be stuck (?)  Doesn't seem to work on the
   Dreamcast version, though.

 (Addendum by Stefano)
   "Just today I found a glitch in the game (American arcade version),
   and upon rereading your glitch section, I think it's what The Pimp
   was talking about.  I canceled Sonson's POW into Strider's Ouroboros,
   and the camera shot up as if someone did a Super Jump...and stayed
   there.  My opponent's characters completely disappeared from the
   battle, but the 2P marker above my character remained.  I was able to
   do everything, including tag out, but I could only see myself by Super
   Jumping.  Also, when I did an HC, the camera went to my character
   during the charge-up animation, then went right back up.  By
   experimenting, I found that by using Sonson's HC where she turns into
   the ape and can be controlled, the camera stays at a normal level, the
   opposing characters still gone.  I tested this with numerous
   opponents, stages, assist settings, and third partners, and on both
   sides of the machine, and it always worked.  Then again, when I tried
   it on a different machine, it didn't work at all.  To contrast what
   The Pimp said, I don't think this affects all POW HC cancels.  I'm
   pretty sure I've seen a guy successfully cancel the POW into one of
   Ryu's HCs.  So, hope this gets into the FAQ."

 (Found by Shauno)
   Perform the Cyttorak Power-Up with Juggernaut, then switch out.  He
   retains the power-up for the rest of the battle, even when called in
   as a helper or when you switch back in.  From what I can tell, he
   only loses it if you input the Cyttorak Power-Up command again and
   make an attack.  The neat thing about this glitch is that unlike the
   normal Power-Up, the damage bonus applies to every hit and not just
   the first one.  This means that you can do lots of added damage in
   combos, and that the Earthquake Punch and Juggernaut Headcrush also
   do more damage than if you used a normal Cyttorak Power-Up.  It also
   applies to moves that the normal Power-Up does not affect: tagging
   in, snapbacks, throws, Variable Counters and doing the Juggernaut
   Headcrush in a Delayed Hyper Combo, for example.  This glitch also
   goes into effect you switch out by using a Variable Counter or getting
   hit by a Snapback.

 (Found by Innovator)
   If you press d + PP to dash with Gambit, then input db,b + P, he'll
   do the Trick Card off of the ground.

 (Found by Mr. Ken Faced)
   If you mash the buttons and spin the joystick during Captain
   Commando's electrifying throw (usually with HK but it comes out
   randomly with HP), you can drain all of your opponent's life.

 (Found by Chris MacDonald)
   When you're playing with Kobun and do the King Kobun HC while on the
   2P side of the screen, you can 'moonwalk' with Kobun by walking
   forward, then pressing in the opposite direction before Kobun takes
   a second step.  Kind of fun, but it can be troublesome if you're
   trying to win with Kobun and find yourself walking towards your
   enemy but swinging your hammer in the opposite direction ;)

 (Found by Chris MacDonald)
   There's some sort of anomaly with Zangief's Super Armor (the kind he
   gets during the Flying Powerbomb, FAB, or his Beta assist).  Some
   characters can knock him out of it with the required two hits (say,
   Psylocke's standing LP,MP), but others can do massive chains and
   Zangief still keeps lumbering towards them (Strider, Sonson, etc.)
   There are other weird effects, too (like Gambit's c. LP,LK stopping
   him, which shouldn't happen).  I'm not really sure if this is a
   bonafide glitch, but I'll leave it in here for now.
  
 (Found by Chris MacDonald)
   If you are using Beta or Gamma Psylocke and you do her Backstep Kick
   or Chuugaeri Abise Geri, you can cancel them into a Variable
   Combination (just press PA+PB when in the air) and she'll do her HC
   in mid-air while the rest of the characters attack from the ground.

 (Found by PikaPuff)
   When using (y) Sakura, (B) Jill, and (a) Tron, do a Variable
   Combination against Morrigan as she lands from a jump (she should
   be about at waist level).  PikaPuff also says that he mashed on the
   buttons during the VC.  What happened is that Morrigan moved
   backwards, then flew in a parabolic arc up into the air, the camera
   scrolling after her.  After a while, she reappeared in the bottom
   corner of the screen.  This happened to PikaPuff in the arcades; I
   wasn't able to reproduce it on the Dreamcast.

 (Addendum by Eugene Johnson Jr.)
   Another way to do this trick is to play with Morrigan and air-block
   a special move, then do the Advancing Guard (press PP while blocking).
   At the end of your block recovery, do the df + PP Vernier Dash, and
   Morrigan dashes off screen, where she can't be hit.
   
 (Found by Caliber X)
   When Gouki does his Shun Goku Satsu, it's possible for you to push
   block it (hold b and tap PP), before he gets near to you.  I couldn't
   replicate this on the Dreamcast, but I imagine it'd work with Dan's
   Otoko Michi and Sunburned Sakura's Shun Goku Satsu as well.
 
 (Found by Chris MacDonald)
   Do Sentinel's Hikou (so that you can move around in air), then wait
   until it's about to end before doing the Hard Drive (his mid-air
   HC).  Oddly enough, the time limit on the Hikou will apply to the
   Hard Drive, and Sentinel will stop attacking the moment the Hikou
   runs out.  I tested this and (luckily), it doesn't apply to any of
   the other characters who can do their HCs while flying.

 (Found by Chris MacDonald)
   Play a game with Iceman or Magneto, and fight a character with Hyper
   Armor (Colossus using his Super Armor HC, Rogue with a Hyper Armor
   ability already stolen, Mega Zangief, or Silver Samurai using his
   Touki 'Koori' HC x3).  Freeze them using your throw (for Iceman, only
   his ground Punch throw works, while Magneto can use his ground or air
   Punch throw).  While your opponent is still stunned, use a Snapback on
   them.  This causes several interesting effects.  One is that, if
   they're out in the open, both characters will move all the way to the
   other side of the playing arena.  The other is that the hit character
   turns invisible.

   For Colossus or Silver Samurai, they become visible again when they
   are attacked (it may take more than one attack), but Mega Zangief
   stays invisible (since he has permanent Hyper Armor).  Another weird
   effect is that low attacks will miss your invisible opponent, as if
   they had no legs.  The sure-fire ways to make your character reappear
   are to have someone jump over them, so they're facing the other way,
   try to attack or move while invisible, or get thrown.  Now, while
   you're invisible, you can't be thrown normally, but command throws
   like Anakaris' Miira Drop or Cammy's Hooligan Combination throws will
   still work.

 (Found by Eugene Johnson Jr.)
   You have to have an anti-air assist, like Guile's Somersault Kick
   or Captain Commando's Captain Corridor, etc.  Call an assist while
   charging for the Cajun Strike (and make sure you're in front of your
   opponent while charging).  Right when your helper jumps out, do the
   Cajun Strike.  If timed right, your opponent will have difficulty
   blocking this.  Gambit has to strike off the wall at the same time
   his helper does their attack--if this happens, Gambit will bounce off
   the wall and do the Cajun Strike straight up off the screen, where he
   cannot be hit, and he'll stay that way until time runs out.

 (Found by Paul Wright)
   You have to arrange it so that you do a Juggernaut Headcrush and hit
   someone with it, then do another one right as you recover.  What
   should happen is that your opponent will get up off the ground, and
   if they block, Juggernaut will keep doing the Headcrush for a really
   long time, doing lots of block damage and even forcing a character
   out of block stun.

 (Found by Erik Peterson)
   On the Dreamcast version, pick three Kobuns with the Alpha assist.
   Have your opponent pick any characters with projectiles or beams
   for their special moves or HCs.  Now do a triple Variable Combination
   with the Kobuns and have your friend do a fireball or super.  For
   some reason the kobuns negate any move done by another character;
   for example, Ryu's Shinkuu Hadou Ken will simply disappear, as will
   Jin's Blodia Punch and Vulcan, and Cyclops' Mega Optic Blast.  If
   you can throw fireballs in air, you can jump and throw one--it will
   disappear, but anything else you throw after that will come out as
   it normally would.


 ------------------------------------------------------------------------
 DEFENSE RANKINGS
 ------------------------------------------------------------------------

 All the scores were determined using Dan's Otoko Michi (it's a nice big
 number) ;)  Rogue really amazes me, I can't believe she'd place so high.
 Of course, seeing that the Silver Samurai took so much damage was also
 pretty amazing.  I'd hate to see a Silver Samurai vs. Juggernaut match
 when Silver Samurai had used Honoo and Juggernaut was using the Cyttorak
 Power-Up!  Mecha Zangief and Hiyakeshita Sakura are not listed since
 they take the same amount of damage as their normal counterparts.
 Unlike the attack listings (below), everyone falls neatly into one
 category or another, as shown in the rankings (so Gouki takes as much
 damage as Kobun, and Blackheart takes as much as Juggernaut, for
 example).

 Characters are ranked from taking least damage to taking most damage,
 so Captain America takes less damage than normal, and Cammy takes more
 damage than the norm.

 -------------------
 RANKINGS BY DEFENSE
 -------------------
         
 TAKES LEAST DAMAGE: Rogue (Defense Up), Silver Samurai (Koori x1-3)

 * Sentinel

 * Colossus

 * Blackheart, Hulk, Juggernaut, Zangief

 * Captain America, Dr. Doom, Omega Red, Rogue, Silver Samurai (Normal,
   Kaminari x3, or Honoo x3), Thanos, Tron Bonne
                       
 NORMAL DAMAGE:  Amingo, Cable, Captain Commando, Gambit, Guile, Iron
 Man, Jin Saotome, Nash, Sakura Kasugano, Ruby Heart, Ryu, Vega, Venom,
 War Machine.

 * Bulleta, Chun-Li, Hayato Kanzaki, Jill Valentine, Ken Masters,
   Magneto, Rockman, Sabretooth, Storm, Spiral.

 * Cammy, Dan Hibiki, Dhalsim, Felicia, Iceman, Psylocke, Shuma-Gorath.

 * Silver Samurai (Kaminari x1-2, or Honoo x2).

 * Marrow, Morrigan, Sonson.

 * Anakaris, Spider-Man, Strider, MvC Wolverine.

 * Gouki, Kobun, Roll, Adamantium-less Wolverine.

 TAKES MOST DAMAGE: Silver Samurai (Honoo x1).

 Finally, note that CPU-controlled opponents take less damage than normal
 (this applies to Arcade Mode, Training Mode, etc.)  Personally I suspect
 that it's to make up for the retarded computer intelligence, but anyway,
 it's a pretty hefty boost in defense power.


 ------------------------------------------------------------------------
 ATTACK RANKINGS
 ------------------------------------------------------------------------

 Ranking characters by how much damage they do is rather tricky, since
 while most of the cast can be placed in the average or below average
 range, other characters have scores that may be both lower and higher
 than these groups, making it hard to place them.  What I've done is
 simply list the basic damages for each character's standing, crouching,
 and jumping attacks.  The few damages omitted are for the 'double hit'
 moves, like Captain America's MK,MK or Wolverine's MP,MP.  Likewise,
 command attacks and other 'special abilities' have been left out--this
 is just listing of the basic punches and kicks.  Damages for the
 'unique launchers' (df + HP or HK, depending) is also included in cases
 where the damage differs from what that attack would normally do (or if
 there's a unique animation for the launcher).  Mecha Zangief and
 Hiyakeshita Sakura are not listed since they do the same amount of
 damage as their normal counterparts.  All attacks were tested against
 Cable, since he takes normal damage from attacks.

 Anyway, based on all of this info., I've attempted to roughly group
 together characters in terms of damage.  I know some people will think
 differently, so go ahead and offer your opinion--if enough people share
 it, I'll make the change.  I'm no expert, here. ;)  Characters are
 listed alphabetically, not in order of strength.
 
 ------------------
 RANKINGS BY DAMAGE
 ------------------

 HIGHEST DAMAGE:  Juggernaut (Cyttorak Power-Up)

 VERY HIGH DAMAGE:  Blackheart, Colossus, Hulk, Juggernaut, Rogue
 (Power Up), Sentinel, Zangief.

 HIGH DAMAGE:  Amingo, Captain America, Rogue, Tron, Vega, Venom.
                 
 ABOVE AVERAGE DAMAGE:  Jin Saotome.

 AVERAGE DAMAGE:  Anakaris, Bulleta, Cable, Captain Commando, Cyclops,
 Dan Hibiki, Dr. Doom, Gambit, Gouki, Guile, Hayato, Iceman, Iron Man,
 Jill Valentine, Ken Masters, Magneto, Nash, Omega Red, Rockman, Ruby
 Heart, Ryu, Sabretooth, Sakura, Shuma-Gorath, Silver Samurai, Sonson,
 Spiral, Storm, Thanos, War Machine.

 BELOW AVERAGE DAMAGE:  Cammy, Chun-Li, Dhalsim, Felicia, Marrow,
 Morrigan, Psylocke, Spider-Man, Strider Hiryu, Adamantium-less
 Wolverine, Wolverine.

 LOW DAMAGE:  Roll, Wolverine (Berserker Charge).

 VERY LOW DAMAGE:  Kobun.
     

 -----------------------------------
 DAMAGE LIST (IN ALPHABETICAL ORDER)
 -----------------------------------

 * - means the move hits more than once (total damage is used)
 < - means you can press the button again for another hit
     (but the damage for that attack is not listed)

 NAME           STAND P/K      CROUCH P/K     AERIAL P/K    UNIQUE LAUNCH
 ------------------------------------------------------------------------

 Amingo         5   8   19*    5   8   28*    5   8   14
                5   8   14     5   8   14     5   8   15*

 Anakaris       4   7   13     4   8*  13     4   7   13    df+HP 16
                4   7   13     4   7   13     4   14* 13

 Blackheart     6   8   22*    6   9   21?    6   9   15*   df+HP 14
                6   9   24*    6   9   4      6   9   18*

 Bulleta        4   7   19*    4   7   19*    4   7   18*   df+HK 15
                4   4   13     4   7   13     4   7   14

 Cable          4   7   34*    5   7   18     4   7   6     df+HP 10
                4   7   13     4   7   13     4   7   13

 Cammy          3   6   12     3   6   12     3   6   12    df+HK 12
                4   6   14     3   6   12     3   6   12

 Cap. America   5   6   12     3   6   12     4   6   12    df+HP 13
 (shieldless)   5   8<  14     5   8   14     4   7   13   
                    
 Cap. America   5   8   16     5   8   14     4   6   13    df+HP 15
 (with shield)  5   8<  14     5   8   14     4   7   13

 Captain        4   7   13     4   6   13     4   7   13    df+HP 15
    Commando    4   7   12     4   7   13     4   7   13

 Chun-Li        3   6   12     3   6   12     3   6   12    df+HK 13
                3   6   12     3   6   12     3   6   14*

 Colossus       6   9   16     6   9   19     6   9   16    df+HK 15
                6   9   16     6   9   16     6   9   16

 Cyclops        4   7   13     4   7   13     4   7   13    df+HK 9 
                4   7   13<    4   7   13     4   7   13    

 Dan Hibiki     4   7   13     4   7   13     4   7   13    df+HP 16
                4   7*  13     4   7   13     4   7   13

 Dhalsim        3   6   12     3   6   12     3   6   12    df+HP 12
 (up close)     3   6   12     3   6   12     3   6   12

 Dhalsim        3   6   12     3   6   13     3   6   13    df+HP 12
 (far away)     3   6   13     3   6   13     3   6   13

 Doctor Doom    4   7   13     4   7   13     4   7   33*    
                4   7   14*    4   7   13     4   7   13

 Felicia        3   6   18*    3   6   12     3   6   12    df+HK 14
                3   6   12     3   6   12     3   6   12

 Gambit         4   7   13     4   7   13     4   7   13
                4   7   13     4   7   13     4   7   13

 Gouki          4   7   13     4   7   13     4   7   13     
                4   11* 13     4   7   13     4   7   13

 Guile          4   7   13     4   7   13     4   7   13
                4   7   13     4   7   14*    4   7   13

 Hayato         4   7   13     4   7   13     4   7   13     
   Kanzaki      4   7   20*    4   7   13     4   7   13

 Hulk           6   10  16     6   10  16*    6   10  16
                6   10  16     6   10  16     6   10  16

 Iceman         4   7   15     4   7   13     4   7   13
                4   7   13     4   7   13     4   7   13

 Iron Man       4   7   13     4   7   13     4   7   13
                4   7   12*    4   7   18     4   7   13

 Jill           4   7   13     4   7   13     4   7   13    df+HP 14
   Valentine    4   7   13     4   7   13     4   7   13

 Jin Saotome    2   9   16     6   9   15     4   7   15     
                6   9*  16     4   7   15     4   7   14*

 Juggernaut     7   10  17     7  10   17     5   8   15    df+HP 18
                7   10  17     7  10   17     7   8   15

 Ken Masters    4   5   13     4   7   11     4   7   13
                4   10* 13     4   7   13     4   7   13

 Kobun          1   2   3      1   2   3      1   2   3
                1   2   3      1   2   3      1   2   3

 Magneto        4   7   13     4   7   13     4   7   13    df+HP 14
                4   7   13     4   7   13     4   7   13*

 Marrow         3   6   12     3   6   12     3   6   12
                3   6   6      3   6   12     3   6   12

 Morrigan       3   6   12     6*  6   12     3   6   12
    Aensland    3   6   12     3   6   12     3   6   12

 Nash           4   7   13     4   7   13     4   7   13
                4   7   13     4   7   13     4   7   13

 Omega Red      4   7   13     4   7   15*    3   7   27*   df+HP 14
                4   7   14     4   7   13     4   7   13

 Psylocke       3   6   16     3   6   12     3   6   12    df+HP 14
                3   6   12     3   6   12     3   6   12

 Rockman        3   7   14     4   7   14     4   6   20    df+HK 13
                3   7   12     4   8   13     4   6   12

 Rogue          5   8   14     5   8   14     5   8   14
                5   8   14     5   8   14     5   8   14

 Rogue          6   10  18     6   10  18     6   10  18
 (Power-Up)     6   10  14     6   10  18     6   10  18

 Roll           3   6   10     3   5   10     3   5   7     df+HK 9
                4   7   9      4   6   9      3   5   7

 Ruby Heart     4   7   13     4   7   13     4   7   13    df+HK 13
                4   8*  16     4   7   13     4   7   13    

 Ryu            4   7   13     4   7   11     4   7*  13
                4   11* 13     4   7   13     4   7   13

 Sabretooth     5*  7   13*    4   7   12     4   7   13    df+HP 13
                4   11  13     4   7   13     4   6   13

 Sakura         4   7   13     4   7   13     4   7   13
    Kasugano    4   7   13     4   7   13     4   7   13

 Sentinel       6   9*  20*    6   9*  20*    5   8   18    df+HK 17
                5   10  18     6   9*  18*    5   8   15

 Shuma Gorath   4   7   13     4   7*  13     4   7   13
                4   7   15*    4   7   13     4   7   13

 Silver         4<  8*  10<    4   7   13     4   7   13    df+HP 14
    Samurai     4   7   13     4   7   13     4   7   13

 Sonson         6   12* 12     3   6   12     3   6   15*   df+HP 12
                6   12* 12     3   6   12     3   6   12

 Spider-Man     3   6   12     3   6   12     3   6   12
                3   6   12     3   6   12     3   6   12

 Spiral         4   7   15*    4   7   13     4   7   13
                4   7   13     4   7   12     4   7   13

 Storm          4   7   13     4   7   13     4   7   13
                4   7   13     4   7   13     3   7   13

 Strider        3   6   12     3   6   12     3   6   12    df+HP 13
    Hiryu       3   6   12     3   6   12     3   6   12

 Thanos         4   7*  13     4   7   13     4   7   13    df+HP 14
                4   7   13     4   7   13     4   7   13

 Tron Bonne     5   10* 14     5   15* 14     5   8   14
                8*  11* 18*    15* 8   14     15* 5   14

 Vega           5   8   13     5   8   14     5   8   14
                5   8   14*    5   8   14     5   8   14

 Venom          5   8   15     5   8   14     4   7   14
                5   8*  14*    5   8   14     4   7   27*

 War Machine    4   7   13     4   7   18*    4   7   13    df+HK 12
                4   7   13     4   7   20*    4   7   13

 Wolverine      3   6<  14     3   6   14     3   5<  10    df+HK 14
 (MvC ver.)     3   6<  14     3   6   14     3   6   11

 Wolverine      4   6<  15     4   6   15     3   6   12    df+HK 14
 (XvSF ver.)    4   6<  14     4   7   15     3   6   12

 Zangief        6   10  18     6   10  18     6   10  16    df+HP 18
                6   10  18     6   10  18*    6   10  18
 

 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 All of the translations here were done by me and so are probably
 incorrect (except for Ruby Heart's, on which I've been getting some
 assistance from contributors).  A reader suggested that I put in
 descriptions for the moves, and while I think that'd make the FAQ too
 big, I figured I could always put them in for some of the weirder moves
 that people may have trouble remembering just by their names.


 [ GENERAL TERMS ]  -----------------------------------------------------

 Kuuchuu                        Mid-Air
 Sankaku Tobi                   Triangle Hop
 2 Dan Jump / 3 Dan Jump        2 Level Jump / 3 Level Jump
 Hikou                          Aviation
 Tosshin Kougeki                Rushing Attack
 Hensoku Kougeki                Irregular Attack
 Chijou Kougeki                 Ground Attack
 Idou Kougeki                   Moving Attack
 Uchiage Kougeki                Launcher Attack
 Taikuu Geigeki                 Anti-Air Aimed Attack
 Kougeki Hojo                   Capturing Attack
 Kaifuku Engo                   Recovery Assistance
 Nouryoku Engo                  Ability Assistance
 Nage Engo                      Throw Assistance


 [ AMINGO ]  ------------------------------------------------------------

 KAZE NO SAKEBI                                  < Shouting of the Wind >
  - Amingo turns into an onion and flies forward while spinning.

 MIDORI NO KANKI                                     < Delight of Green >
  - He is swallowed by a flower and is spit out, covered in spikes.

 DAICHI NO KODOMO (TSUKAMI)              < Child of the Earth (Capture) >
  - Amingo plants a cactus kid, who walks forward and clings to his foe.

 TAIYOU NO MEGUMI                                 < Blessing of the Sun >
  - Amingo turns into a spiked vine that grows high into the air.

 SHOKUBUTSU NO OKITE                              < Plants' Commandment >
  - Amingo sticks his arm in the ground, which becomes a moving flower.
    If the flower hits, he sucks his opponent inside his body, dances
    around while shaking some maracas, and spits his foe back out.


 [ ANAKARIS ]  ----------------------------------------------------------

 MIIRA DROP                                                < Mummy Drop >
  - Anakaris' hands appear in mid air and wiggle around if they miss.
    Otherwise, they grab his opponent.  Anakaris wraps them up like a
    mummy and shakes them around before slamming them to the floor.

 HITSUGI NO MAI                                  < Dance of the Coffins >
  - Anakaris gestures and a large gold sarcophagus falls from the sky.

 OUKE NO SABAKI                                    < Pharaoh's Judgment >
  - In mid-air, Anakaris spits out floating spirits that fly diagonally
    downward.  A hit opponent is turned into a little monster.

 SEIJA NO AYUMI                                          < Saint's Walk >
  - Anakaris lifts up a leg and does an axe kick downwards.

 TENCHUU                                          < Heavenly Punishment >
  - Anakaris turns into a hovering sarcophagus that floats in place
    (or it can move back or forward).

 IDAINARU BOHI                                 < Tombstone of Greatness >
  - His lower half turns into a tombstone and he flies forward.

 OOINARU BOHI                                         < Great Tombstone >
  - Like the Idainaru Bohi, but he flies diagonally downward.

 SEINARU BOHI                                        < Sacred Tombstone >
  - Like the other moves, but he falls straight down.

 HITSUGI NO UTAGE                              < Banquet of the Coffins >
  - Anakaris gestures repeatedly as many coffins fall from the sky.


 [ BULLETA ]  -----------------------------------------------------------
               
 SMILE & MISSILE (JOUDAN)                     < Smile & Missile (Upper) >
  - Bulleta fires a missile at head-level.

 SMILE & MISSILE (GEDAN)                      < Smile & Missile (Lower) >
  - She fires a missile along the ground.

 CHEER & FIRE (JOU HOUKOU)             < Cheer & Fire (Directed Upward) >
  - Bulleta uses a molotov cocktail to shoot flame diagonally upward.

 CHEER & FIRE (YOKO HOUKOU)      < Cheer & Fire (Directed Horizontally) >
  - Bulleta uses a molotov cocktail to shoot flame straight forward.

  
 [ CAPTAIN AMERICA ]  ---------------------------------------------------

 ZENTEN                                                  < Forward Roll >
  - The Captain does a handstand, then keeps going until his feet are on
    the ground.


 [ CHUN-LI ]  -----------------------------------------------------------

 KIKOU KEN                                                   < Chi Fist >
  - Chun-Li releases a flying globe of energy from her palms.

 SEN'EN SHUU                                     < Spinning Circle Kick >
  - Chun-Li turns upside-down in mid-air and does a splits kick.

 TENSHOU KYAKU                                         < Ascension Kick >
  - She leaps upward while spinning and kicking upward.

 HYAKURETSU KYAKU                               < Hundred Rending Kicks >
  - Chun-Li kicks out in front of herself multiple times.

 KAKU KYAKU RAKU                                       < Crane Leg Drop >
  - She flips in mid air and comes down with a knee attack.

 REISHIKI KIKOU KEN                               < Zero-Style Chi Fist >
  - Chun-Li holds out her palms and an orb of whirling energy appears.

 YOUSOU KYAKU                                        < Eagle Talon Kick >
  - Chun-Li stomps beneath her with her heel.

 KAKU YOKU DA                                       < Crane Wing Strike >
  - She turns and strikes out with her leg while in air.

 KIKOU SHOU                                                  < Chi Palm >
  - She turns away and creates a large field of energy around her.

 SENRETSU KYAKU                                < Thousand Rending Kicks >
  - Chun-Li kicks rapidly while sliding across the screen.

 HAZAN TENSHOU KYAKU                  < Supreme Mountain Ascension Kick >
  - Chun-Li rises into the air while kicking multiple times.


 [ COLOSSUS ]  ----------------------------------------------------------
               
 POWER TACKLE (ZEN)                            < Power Tackle (Forward) >
  - Colossus charges forward while doing a shoulder-ram.

 POWER TACKLE (NANAME)                        < Power Tackle (Diagonal) >
  - Colossus dives diagonally up or downward while shoulder-ramming.


 [ DAN HIBIKI ]  --------------------------------------------------------

 GADOU KEN                                           < Self-Taught Fist >
  - Dan holds out his hand and a short-range fireball comes out.

 KOURYUU KEN                                        < Shiny Dragon Fist >
  - Dan does a dragon punch, flashing every fourth time you do this move.

 DANKUU KYAKU                                        < Sky-Cutting Kick >
  - Dan leaps forward with a knee attack.  For the HK version, he
    follows up with two flying kicks.

 ZENTEN CHOUHATSU                               < Forward Rolling Taunt >
  - Dan rolls forward, crouches, and shakes his arm while taunting.

 KOUTEN CHOUHATSU                              < Backward Rolling Taunt >
  - Dan rolls backward, crouches, and shakes his arm while taunting.
                                
 JUMP CHOUHATSU                                            < Jump Taunt >
  - Dan taunts while jumping.

 SHINKUU GADOU KEN                       < Sky Shaking Self-Taught Fist >
  - Dan holds his arm out and fires a multi-hit projectile.

 HISSHOU BURAI KEN                        < Certain Victory Bandit Fist >
  - Dan holds his arms up around his face, then does a series of
    punches and kicks ending with a dragon punch.

 KOURYUU REKKA                            < Shiny Dragon Conflageration >
  - Dan does an LP dragon punch, then turns and does an HP version.

 CHOUHATSU DENSETSU                             < Legendary Provocation >
  - Dan rolls forward while taunting repeatedly, shows his autograph,
    then jumps and does his best Yuri parody ;)

 OTOKO MICHI                                              < Path of Man >
  - Dan dashes forward, then grabs his opponent and yells "Oyaji!"
    (Father!) before exploding and flying away.


 [ DHALSIM ]  -----------------------------------------------------------

 FUYUU                                                       < Floating >
  - Dhalsim gets into a meditation pose and can float in air.

 DRILL ZUTSUKI                                         < Drill Headbutt >
  - Dhalsim dives forward while spinning head first.
  

 [ GAMBIT ]  ------------------------------------------------------------

 CAJUN EXPLOSION (ZENPOU)                     < Cajun Explosion (Front) >
  - Gambit leaps to the wall behind him and throws several cards at the
    ground, which burst into diagonal columns of kinetic energy.

 CAJUN EXPLOSION (KOUHOU)                    < Cajun Explosion (Behind) >
  - For this version, he leaps to the wall in front of him, then throws
    the cards back behind him.


 [ GOUKI ]  -------------------------------------------------------------

 GOU HADOU KEN                                       < Great Surge Fist >
  - Your standard fireball attack.

 ZANKUU HADOU KEN                             < Sky-Slashing Surge Fist >
  - A mid-air fireball.
        
 TENMA KUUJIN KYAKU                              < Demon Air Blade Kick >
  - Gouki dives diagonally downward with one leg outstretched.

 GOU SHOURYUU KEN                            < Great Rising Dragon Fist >
  - A flaming dragon punch.

 ASHURA SENKUU                             < (fighting demon) Air Flash >
  - Gouki drifts forward or backward, followed by afterimages.
                                  
 TATSUMAKI ZANKUU KYAKU                     < Tornado Sky-Slashing Kick >
  - A hurricane kick with an electrical effect.

 JIGOKU GURUMA                                             < Hell Wheel >
  - Gouki grabs his opponent, spins backward, and releases them.

 ZUGAI HASATSU                                        < Skull Destroyer >
  - He does a downward chop with the side of his hand.

 SENPUU KYAKU                                          < Whirlwind Kick >
  - He leaps forward while turning and kicks outward.

 MAE GERI                                                < Forward Kick >
  - He does a splits kick in mid-air.

 MESSATSU GOU HADOU                         < Great Surge Deadly Attack >
  - He fires a beam of purple energy from his palms.

 MESSATSU GOU SHOURYUU              < Great Rising Dragon Deadly Attack >
  - Gouki does several dragon punches while rushing forward.

 MESSATSU GOU RASEN                    < Great Spiralling Deadly Attack >
  - Gouki does a vertical rising hurricane kick, then kicks his foe away.

 TENMA GOU ZANKUU                          < Demonic Great Slashing Sky >
  - Gouki throws a barrage of fireballs downward.

 SHUN GOKU SATSU                              < Imprisoning Death Flash >
  - Gouki drifts forward, grabs his opponent, and mauls them while the
    screen turns white.


 [ HAYATO KANZAKI ]  ----------------------------------------------------

 SHIDEN                                              < Violet Lightning >
  - Hayato rushes forward with two sword slashes.

 GUREN                                                      < Red Lotus >
  - Hayato leaps into the air, slashing with his sword and surrounded by
    spiralling blade-marks.

 BYAKKO HOU                                        < White Tiger Cannon >
  - He grabs his opponent, then throws them into the air.

 PLASMA COMBO: SUZAKU RANBU    < Plasma Combo: Phoenix Boisterous Dance >
  - He does four consecutive slashes while flashing blue.

 PLASMA COMBO: KEGON                       < Plasma Combo: Stern Flower >
  - After some sword slashes, he stuns his opponent, leaps in the air,
    and slams his sword into their skull.

 PLASMA COMBO: GUREN                          < Plasma Combo: Red Lotus >
  - He does some sword slashes ending in a leaping sword slash.

 DOKURYUU                                               < Single Dragon >
  - Hayato rushes past his opponent and swipes out with his sword.

 SOURYUU                                                < Double Dragon >
  - Hayato then turns and slashes them again.

 HIEN                                                < Flying (Swallow) >
  - Hayato jumps forward while slashing horizontally.

 DAI OIUCHI KOUGEKI                              < Great Pursuit Attack >
  - Hayato falls downward with his sword held downward.

 RASETSU ZAN                                            < Justice Slash >
  - Hayato does a series of slash attacks.

 ENGETSU                                                < Crescent Moon >
  - Hayato's sword extends and he fires several purple waves of energy
    which travel along the ground.

 NOTES:
 'Byakko' and 'Suzaku' are actually mythical creatures representing
 the four elements (along with Genbu and Seiryuu, for all you Last
 Blade 2 / Final Fantasy Legend fans).


 [ HULK ]  --------------------------------------------------------------
                        
 GAMMA CHARGE (TAICHI)                     < Gamma Charge (Anti-Ground) >
  - The Hulk charges forward, fist oustretched.

 GAMMA CHARGE (TAIKUU)                        < Gamma Charge (Anti-Air) >
  - The Hulk leaps directly upward with a headbutt.


 [ JILL VALENTINE ]  ----------------------------------------------------
  
 KINSETSU SENTOU                                         < Close Combat >
  - Jill rushes forward, covered in flame (or a lot of flame, if you do
    the HC version).

 OUSEN SHAGEKI                                 < 'Return Fire' Shooting >
  - Jill flashes.  If hit, she pushes her opponent away and fires some
    shots into them.

 KINKYUU KAIHI                                        < Emergency Evade >
  - Jill gets out of the way while calling either a zombie, flaming
    zombie, Cerebus dog, or a zombie crow.


 [ KEN MASTERS ]  -------------------------------------------------------

 HADOU KEN                                                 < Surge Fist >
  - Your standard projectile.

 SHOURYUU KEN                                      < Rising Dragon Fist >
  - A flaming dragon punch.

 TATSUMAKI SENPUU KYAKU                        < Tornado Whirlwind Kick >
  - In the air, this is a hurricane kick.  On the ground, he rises up
    slightly, and if the move hits or is blocked, he finishes with an
    axe kick.

 ZENPOU TENSHIN                                     < Forward Body Roll >
  - Ken tucks into a ball and leaps forward.

 INAZUMA KAKATO WARI                   < Lightning Flash Splitting Heel >
  - Ken does an axe kick.

 SENPUU KYAKU                                          < Whirlwind Kick >
  - In mid-air, Ken sticks out his leg.

 MAE GERI                                                < Forward Kick >
  - In mid-air, Ken does a splits kick.

 SHOURYUU REPPA                                  < Rising Dragon Render >
  - Ken does several dragon punches while rushing forward.

 SHINRYUU KEN                                      < Divine Dragon Fist >
  - Ken flies into the air while doing a dragon punch, surrounded by
    a column of flame.

 SHIPPUUJINRAI KYAKU                     < 'As quick as lightning' Kick >
  - Covered in fire, Ken does several kicks while rushing forward.  If
    the move hits, he continues with a hurricane kick ending in an axe
    kick.


 [ KOBUN ]  -------------------------------------------------------------

 KOBUN FIRE                                             < Henchman Fire >
  - Kobun eats some spicy food, then spits out a gout of flame.

 ENGO KOUGEKI (TOSSHIN!)                  < Assistance Attack (Charge!) >
  - One of Kobun's allies runs forward holding a plate of food.

 ENGO KOUGEKI (TSUKAMI!)                 < Assistance Attack (Capture!) >
  - One of Kobun's allies throws two of his friends at his opponent.
    They latch on for a moment, then run away carrying red crystals.

 ENGO KOUGEKI (KUUBAKU!)                < Assistance Attack (Air Raid!) >
  - One of Kobun's allies comes out of the sky using helicopter blades
    attached to his head.

 CHUUSHOKU RUSH                                            < Lunch Rush >
  - In the (a) type, a bunch of Kobuns (and Save Monkey) rush out to
    get their lunch from "Chef" Kobun.  In the (b) type, a bunch of
    helicopter kobuns fall from the sky in a row.  In the (g) type,
    the kobuns bounce along the ground while other kobuns 'copter
    across the sky.

 KING KOBUN                                             < Henchman King >
  - With the help of his allies, Kobun turns into a giant version of
    himself armed with a hammer.


 [ MAGNETO ]  -----------------------------------------------------------

 E-M DISRUPTOR                              < Electromagnetic Disruptor >
  - Magneto fires a purple beam from his outstretched hand.


 [ OMEGA RED ]  ---------------------------------------------------------

 CARBONADIUM COIL: ZEN                      < Carbonadium Coil: Forward >
 CARBONADIUM COIL: NANAME                  < Carbonadium Coil: Diagonal >
 CARBONADIUM COIL: UE                        < Carbonadium Coil: Upward >
 OMEGA STRIKE: ZEN                              < Omega Strike: Forward >
 OMEGA STRIKE: NANAME                          < Omega Strike: Diagonal >
 OMEGA STRIKE: UE                                < Omega Strike: Upward >

  - These are all self-explanatory ;)


 [ PSYLOCKE ]  ----------------------------------------------------------

 NINJUTSU                                < Secret Technique (Ninja Art) >
  - Psylocke disappears into a ball of light.  Four balls of light
    appear on the screen, and she drops out of one of them (or else
    she can come out with a mini Psi-Thrust attack).

 CHUUGAERI ABISE GERI                       < Somersaulting Shower Kick >
  - Psylocke jumps forward and does a low-aimed kick to her opponent's
    chest.

 KOCHOU GAKURE                                  < Concealed Butterflies >
  - Psylocke spins around in mid-air and butterflies fly around her
    in a circular formation before flying outward.


 [ ROCKMAN ]  -----------------------------------------------------------
 
 ITEM KOUGEKI                                             < Item Attack >
  - Rockman fires a Rockball, Tornado Hold fan, or a Leaf Shield.


 [ ROLL ]  --------------------------------------------------------------

 ITEM KOUGEKI                                             < Item Attack >
  - Roll fires a Rockball, Tornado Hold fan, or a Leaf Shield.

 HANA-TABA BAKUDAN                                < Flower Bouquet Bomb >
  - Roll takes out a boquet of flowers and throws them into the air.


 [ RUBY HEART ]  --------------------------------------------------------

 Cheval Seller                                          < Saddled Horse >
  - Ruby Heart rushes forward, surrounded by blue flame.

 Suprˆmation                                                      < ??? >
  - Reading from a book, Ruby Heart points into the air and a geyser of
    blade-like water rises forth.

 Fant“me                                              < Phantom / Ghost >
  - Ruby Heart kicks open a treasure chest, and a pirate ghost comes
    out and flies around.

 Rafale Canon                             < Flurry Cannon / Gust Cannon >
  - Ruby Heart throws an anchor attached to a chain.  If it hits, she
    draws her opponent back and fires them from a hand cannon.  For
    the HP version, she spins an anchor and chain and throws it into
    the air.  A hit enemy is tied up in the chains.

 Flan Mer                                                    < Sea Side >
  - Ruby Heart rushes forward, surrounded by orange flames.

 Pare-tonn‰re                                                     < ??? >
  - A pirate ship flies forward, disembowls Ruby Heart's opponent, then
    unloads several rounds of cannon fire into them.

 Milles Fant“mes                                  < One Thousand Ghosts >
  - Ruby Heart kicks open a chest and many flaming ghosts come out.

 Tour de Magie                                            < Magic Trick >
  - She drops a barrel on her opponent, then throws knives at the
    barrel until it explodes.

 NOTES:
 I've been getting a lot of help on my translations lately, which is a
 good thing since they were totally wrong ^_^;  Rather than try and
 guess for myself on who's right, I'm simply going to stick with which
 terms sound correct and list the contributor's guesses below:

 According to Cyril Caniot:
  - "furanme-ru" could be Flammelles (little flames).

 According to Kyo Kisaragi:
  - "shupurimashion" could be a combination of two words; 'suppresion'
    (deletion), and 'supr‚matie' (supremacy).  In this case, it could
    be spelled "Supprimation".
  - He thought my "partenaire" (partner) translation was okay.
          
 If anyone who wants to see the names as they are originally spelled (in
 Japanese), here you go ('-' is an extented vowel, 'x' means the next
 kana is small):

   in romaji                            in EUC
   ---------------                      ---------------   
   shubarutsuxe-ru                      ¥·¥å¥Ð¥ë¥Ä¥§¡¼¥ë
   fantoxu-mu                           ¥Õ¥¡¥ó¥È¥¥¡¼¥à
   shupurimashion                       ¥·¥å¥×¥ê¥Þ¥·¥ª¥ó
   rafuxa-rukanon                       ¥é¥Õ¥¡¡¼¥ë¥«¥Î¥ó
   mirufantoxu-mu                       ¥ß¥ë¥Õ¥¡¥ó¥È¥¥¡¼¥à
   furanme-ru                           ¥Õ¥é¥ó¥á¡¼¥ë
   parutone-ru                          ¥Ñ¥ë¥È¥Í¡¼¥ë
   toxu-ru.do.maji                      ¥È¥¥¡¼¥ë¡¦¥É¡¦¥Þ¥¸

 Thanks to everyone who's written in so far, I appreciate your help.


 [ RYU ]  ---------------------------------------------------------------

 HADOU KEN                                                 < Surge Fist >
  - Your standard fireball.

 SHOURYUU KEN                                      < Rising Dragon Fist >
  - A dragon punch (or rather, 'the' dragon punch).

 TATSUMAKI SENPUU KYAKU                        < Tornado Whirlwind Kick >
  - A single-hit hurricane kick.

 SAKOTSU WARI                                     < Collarbone Splitter >
  - Ryu leans inward while punching downard with his hand.

 SENPUU KYAKU                                          < Whirlwind Kick >
  - He leaps forward while turning and kicks outward.

 MAE GERI                                                < Forward Kick >
  - He does a splits kick in mid-air.

 SHINKUU HADOU KEN                                  < Vacuum Surge Fist >
  - Ryu fires a beam of blue energy from his palms.

 SHINKUU TATSUMAKI SENPUU KYAKU         < Vacuum Tornado Whirlwind Kick >
  - Ryu spins around in place while doing a hurricane kick.

 SHIN SHOURYUU KEN                            < True Rising Dragon Fist >
  - Ryu does an electrifying dragon punch.


 [ SAKURA KASUGANO ]  ---------------------------------------------------

 HADOU KEN                                                 < Surge Fist >
  - Sakura fires a blast of light upward or downward (if in the air).

 SHOU'OU KEN                                      < Cherry Blossom Fist >
  - Sakura runs forward surrounded by a shield of light, then does
    a multi-hit dragon punch.

 SHUNPUU KYAKU                                     < Spring Breeze Kick >
  - Sakura does an arcing hurricane kick.

 SHINKUU HADOU KEN                                  < Vacuum Surge Fist >
  - Sakura fires a volley of fireballs diagonally upward.

 MIDARE ZAKURA                   < Cherry Trees Blossoming in Profusion >
  - Sakura runs forward and does an auto combo ending in a dragon punch.

 HARU ICHIBAN                                   < First Storm of Spring >
  - Sakura goes vertically into the air while doing a hurricane kick,
    ending in a jumping fierce punch.

 HIYAKESHITA SAKURA                                  < Sunburned Sakura >
  - Sakura turns away and her skin darkens.


 [ HIYAKESHITA SAKURA ]  ------------------------------------------------

 HADOU KEN                                                 < Surge Fist >
  - A long-range fireball that goes straight forward on the ground, or
    diagonally downward in the air.

 ASHURA SENKUU                             < (fighting demon) Air Flash >
  - Sakura drifts forward or backward, followed by afterimages.

 SHOU'OU KEN                                      < Cherry Blossom Fist >
  - Sakura runs forward and does a multi-hit dragon punch.  In the air,
    she gets a shield of light around her.

 SHUNPUU KYAKU                                     < Spring Breeze Kick >
  - Sakura does an arcing hurricane kick.

 SHINKUU HADOU KEN                                  < Vacuum Surge Fist >
  - Sakura fires a beam of light from her palms.

 MIDARE ZAKURA                   < Cherry Trees Blossoming in Profusion >
  - Sakura runs forward and does an auto combo ending in a dragon punch.

 HARU ICHIBAN                                   < First Storm of Spring >
  - Sakura goes vertically into the air while doing a hurricane kick,
    ending in a jumping fierce punch.

 SHUN GOKU SATSU                              < Imprisoning Death Flash >
  - Sakura drifts forward, grabs her opponent, and lays on the pain
    while the screen turns white.

 HIYAKESHITA SAKURA                                  < Sunburned Sakura >
  - Hiyakeshita Sakura turns away and her skin lightens.


 [ SENTINEL ]  ----------------------------------------------------------

 ROCKET PUNCH (NANAME-KA)              < Rocket Punch (Diagonally Down) >
 ROCKET PUNCH (ZEN)                            < Rocket Punch (Forward) >
 ROCKET PUNCH (NANAME-JO)                < Rocket Punch (Diagonally Up) >

  - These are all self-explanatory ;)


 [ SHUMA-GORATH ]  ------------------------------------------------------

 SEKIKA                                                 < Petrification >
  - Shuma's flesh turns to stone and he drops downward.


 [ SILVER SAMURAI ]  ----------------------------------------------------

 SHURIKEN                                               < Throwing Star >
  - The Silver Samurai throws a large orange, six-pointed throwing star.

 HYAKURETSU TOU                               < One Hundred Sword Split >
  - He swings his sword so fast that you can't see his arms or his
    weapon, only the yellow blade-marks.

 FUMIKOMI HYAKURETSU TOU                  < Dashing Hundred Sword Split >
  - He charges forward while slashing.

 CHOU SHURIKEN                                    < Super Throwing Star >
  - He throws three spinning orange throwing stars.

 RAIMEI KEN                                             < Thunder Sword >
  - He holds up his sword and lightning emits from his body, filling up
    the screen.

 HYOUGA KEN                                             < Glacier Sword >
  - He leaps to the middle of the screen and thrusts downward, creating
    a layer of ice on the ground.

 HOMURA KEN                                             < Flaming Sword >
  - He holds his sword up and a spiral of fire extends upwards into the
    air.

 TOUKI "KAMINARI"                         < Fighting Spirit 'Lightning' >
  - He holds his sword up and the blade is surrounded by lightning.
    Afterwards, electricity crackles along the blade.

 TOUKI "KOORI"                                  < Fighting Spirit 'Ice' >
  - He holds his sword up and the blade is encased in ice.
    Afterwards, the blade sparkles now and then.

 TOUKI "HONOO"                                < Fighting Spirit 'Flame' >
  - He holds his sword up and the blade bursts into flame.
    Afterwards, the blade emits trails of fire.


 [ SONSON ]  ------------------------------------------------------------

 FUUSETSU ZAN                                      < Cutting Wind Slash >
  - Sonson spins her pole around in a circular motion.

 SHIENBU                                          < Little Monkey Dance >
  - Sonson spits out three monkey dolls, which fly forward and disperse.

 SEITEN RENGEKI                                 < Pureland Rapid Attack >
  - Sonson leaps up while spinning her pole around before her.

 KINGIN NO HISAGO                                 < Golden Silver Gourd >
  - Sonson's magic gourd sucks in an enemy.  The gourd then falls into
    a pot of water.  Sonson fans the fire beneath the pot, and the
    gourd explodes.

 GANSAI HEKIRETSU                             <Rock-Smashing Wallbreaker>
  - Sonson thrusts the pole horizontally, and it grows bigger.

 TENCHI TSUUKAN                      < Passing Through Heaven and Earth >
  - Sonson throws her pole into the air and a gigantic version of it
    comes back down.

 EN'OU                                                    < Monkey King >
  - Sonson turns into a giant monster monkey capable of spitting fire
    and swinging it's giant fists around.


 [ SPIRAL ]  ------------------------------------------------------------

 TSURUGI TOBASHI: ZEN                          < Flying Swords: Forward >
  - Spiral fires a ring of swords straight forward.

 TSURUGI TOBASHI: UE                            < Flying Swords: Upward >
  - Spiral fires a ring of swords vertically.

 TSURUGI TOBASHI: SENKAI                      < Flying Swords: Circular >
  - Spiral fires a ring of swords that spin around and expand.

 TSURUGI TOBASHI: 6 HOUKOU                < Flying Swords: 6 Directions >
  - Spiral fires out her swords in six directions.

 KYUUKOUKA DANCE                                         < Diving Dance >
  - Spiral drops down out of the sky quickly.


 [ STRIDER HIRYU ]  -----------------------------------------------------

 AME NO MURAKUMO                                 < Amassing Rain Clouds >
  - Strider dashes forward, followed by afterimages, and slashes his
    sword (the Cipher) in a half-circle.

 EXCALIBUR                            < (a sword from Arthurian legend) >
  - Strider flies forward, trailed by afterimages, while slashing
    with his blade that he holds at his side.

 VAJRA                                             < (a type of weapon) >
  - Strider leaps away, splitting into multiple images, then reappears
    with a falling kick attack.

 KABE HARI TSUKI                           < Attach (and) Cling to Wall >
  - Hiryu keaps to the wall behind him, using a small sickle to cling
    to it.

 UWA IDOU / SHIMO IDOU                            < Move Up / Move Down >
  - Strider climbs up or slides down the wall.

 HANTAI SOKU NO HEKI E IDOU             < Move to Opposite Side of Wall >
  - Strider flies horizontally to the wall opposite him.

 CHAKUJI                                           < Arrive (at) Ground >
  - Strider jumps down to the ground.

 CIPHER KOUGEKI                                         < Cipher Attack >
  - Strider whips out his sword in a single slash.

 JIMEN NI TOBIGERI                                < Jump Kick to Ground >
  - Strider leaps to the floor with a vicious kick.

 RAGNAROK                           < (the Norse version of Armageddon) >
  - Strider dashes forward, grabs his opponent, and leaps into the
    air, where multiple images of him cut his opponent to pieces.
   
 OUROBOROS                                      < (a mythical creature) >
  - Strider gestures and two Dipladocal Saucers appear and spin around
    him.

 LEGION                                 < (formation of Roman soldiers) >
  - Strider points at his opponent and a bunch of mechanical eagles
    and jaguars rush forward.


 [ TRON BONNE ]  --------------------------------------------------------

 SHIKI DAN                                             < Direction Shot >
  - Tron gets out of her mecha and points a raygun at her opponent.  A
    hit enemy is held in place by her kobun (henchmen).
  
 KOBUN LAUNCHER                                     < Henchman Launcher >
  - Tron's mecha fires a kobun into the air, which sprouts helicopter
    wings and floats down to the ground.

 CHUUSHOKU RUSH                                            < Lunch Rush >
  - Tron fires her raygun at her opponent, and if successful, a bunch of
    kobun (and Save Monkey) run across the screen with their trays so
    that the 'Chef' Kobun can serve them lunch.

 KING KOBUN                                             < Henchman King >
  - Tron's kobun buddy turns into a larger version of himself armed with
    a hammer.


 [ WOLVERINE ]  ---------------------------------------------------------

 KABETSUKI DRILL CLAW                          < On the Wall Drill Claw >
  - Wolverine clings to the wall, then flies off with a Drill Claw.

 FUMITSUKE                                                  < Trampling >
  - Wolverine dives straight downward with a knee attack.
      

 [ ZANGIEF ]  -----------------------------------------------------------

 DASH TSUKAMI NAGE                               < Capturing Throw Dash >
  - Zangief dashes forward and attempts to grab his opponent.

 KAMITSUKI                                                     < Biting >
  - Zangief bites his opponent in the head.


 ========================================================================
 6.  AUTHOR'S NOTE
 ========================================================================

 If you've seen this FAQ in a magazine, I'd appreciate it if you'd drop
 me a line at <kmegura@yahoo.com> and tell me a little more about it, so
 that I can take appropriate action against whatever losers are trying
 to make a quick buck off of me.  I've been pretty successful in going
 up against crummy publications in the past, but I can't protect my works
 without your help.
 
 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ would not have been possible without help from the following
 people.  Thanks a lot, guys n' gals!

 Erik Peterson
  - For some information on the King Kobun HC and a Kobun glitch.

 Paul Wright
  - For the Juggernaut Headcrush glitch.

 Eugene Johnson Jr.
  - For explaining two different glitches.

 Stefano                                               (weap0ner@aol.com)
  - For explaining a Sonson glitch to me.

 Slime
  - Got my 'Omega Rugal' spelling error in the FAQ.  Hey, let's face it,
    Omega Rugal could whup Omega Red any day. ;)

 Ian Seah
  - Sent in a lot of info. about downloading files from Capcom of Japan's
    MvC2 page.

 Zach Adams
  - Sent in a lot of information regarding the Shop in US DC MvC2.

 BakaOrochi
  - Caught a spelling error for Sakura's Shun Goku Satsu, and told me
    Kobun's US name.

 Mr. Caucasian
  - Corrected me on Cammy's HK Cannon Drill being hypercancelable.

 Ed!
  - Provided me with the most detailed information on how to break the
    tower in the clocktower stage.  Of course a bunch of other people
    had written in (both before and after I got his letter), but only
    Ed had a full explanation of how to destroy it with HCs and with
    normal attacks ;)

 Carlos Alexandre
  - Corrected me on what Roll's starting Item weapon is.

 Swift                                              <ariel@bc.seflin.org>
  - Told me some great Killer Bee Assault information as well as the
    effects of doing the Tour de Magie on an airborne opponent.

 MaSa                                   <http://www.din.or.jp/~ookbmasa/>
  - Some new move names and Wolverine's alternate Drill Claw command
    taken from his FAQ, based off a translation of CJayC's MvC2 FAQ.
                 
 Khaotika
  - Corrected me on not being able to use Roll's Beat Plane in the air,
    and got me on a spelling mistake. ;D

 DEVILPANDA
  - Told me how Shuma's eyes explode when he switches out, and gave me
    some new combos for Captain Commando and Strider.

 Hoang Nguyen
  - For correcting a lot of mistakes I had in the character moveslists
    and for telling me how much damage the Tyrant->Rocket Launcher combo
    does with Jill.
    (v0.7)  Sent in the neat title art you see in this revision, as well
    as a lot of other corrections and notes.  Also told me how Zangief
    can change colors to do more damage for his spinnable throws.

 Bantam13
  - Some of the new Jin information (attack power increase when he's
    shining, s. LK -> Saotome Crush combo, repeated dynamite trick, and
    the dynamite after a Cyclone Typhoon) were taken from his excellent
    Jin FAQ (which you can get at www.gamefaqs.com).  He also sent me
    a bunch of corrections and other miscellaneous info.

 Caliber X
  - For some corrections and new info. on the Tour de Magie, and for
    telling me about Ruby Heart's HK air launcher.  Also told me about
    a Gouki glitch.

 PikaPuff
  - For the new arcade glitch and the Variable Combination setup (which
    I used as an example in the section on V. Combination damage).

 Ugly_one
  - For correcting me on how to direct the Viper and Hyper Viper beams.
    (v0.7)  Corrected some Dr. Doom and Magneto hypercancels.

 GANYMEDE
  - For loads of info. on Colossus' Power Dive--how to get two hits out
    of it, how you can dive early, and how your opponent can't escape
    roll when knocked down by the first hit.
    (v0.7)  For some Anakaris info submitted to my Anakaris FAQ that I
    used in this update as well.

 GlucoseJoe
  - For telling me that you can hold LP or HP during Spiral's Teleport
    Dance to warp to the upper corners of the screen.

 Aaron Mitschelen
  - For reminding me to mention that Kobun can earn back life from his
    Tsukami! move.

 Ug the Caveman
  - For telling me about some of the differences between War Machine and
    Iron Man, and Iron Man's c. MP -> Proton Cannon combo.
    (v0.7)  All kinds of info: told me how the 'charge d,u + P / K' trick
    worked for every character in the game, that the Daichi no Kodomo
    (Tsukami) is unblockable, offered notes on Dr. Doom's Molecular
    Shield, the Hayato -> Black Hayato transformation during Variable
    Counters, how the Tornado Hold and Leaf Shield do no block damage,
    that Jin's power-up color can be chosen, some Omega Red and Magento
    info., a Ruby Heart correction, some Psi-Blast info, Sonson's En'ou
    info, and a nice bit of info. on Vega's Psycho Crusher.  Whew!

 Aya Brea
  - For correcting me on the spelling of "Goodnight, Sugah", and for
    telling me that Morrigan's Vector Drain also used to be tech.
    hittable.
  - (v0.7)  For discovering that CPU-controlled opponents take less
    damage than normal, even in Training Mode!

 Kyo Kisaragi                                    <www.kyo.nguyen.free.fr>
  - For correcting me on some of my Ruby Heart translations (more like
    mis-translations at this point!)

 Midare Sakura                                        <redrival.com/dezu>
  - For correcting me on the 'Milles Fant“mes' spelling.

 Twelve
  - For telling me that Hayato's d + HK diving sword is cancelable into
    his uppercut move (the Guren).

 Yasakani Iori (Cyril Caniot)
  - Once again CC sends me some much needed corrections for my awful
    French translations of Ruby Heart's moves.  Thanks!

 Goumodi
  - Goumodi sent in a _ton_ of information; corrections for Bulleta, Ruby
    Heart, Vega, Jin, and Kobun, and he told me about Spiral's alternate
    Six-Way Sword command and Dan's special autograph finish.  I also
    learned about being able to delay Kobun's paper plane from a tip he
    sent in to Sailor Bacon's Kobun FAQ.
  - (v0.6)  Told me how Zangief's Double Lariat goes through projectiles
    and beams, and that his Quick Double Lariat goes through low attacks.
    Also provided the Spider-Man trick, and a Cap. Commando correction.

 Spider-Dan
  - For explaining the tech. hit / tech. roll thing.
    (v0.7)  For noting that you can hypercancel from a Variable Counter
    into a Hyper Combo.

 Allen Tyner (Sailor Bacon)                         <come.to/SailorBacon>
  - I learned about the 'Exploding Paper Plane' taunt for Kobun in his
    excellent Kobun FAQ v1.0, which can be found at www.gamefaqs.com.

 Charles MacDonald                                <www.emucamp.com/cgfm2>
  - For discovering a bunch of Kobun-related stuff, and some Cable stuff
    as well.
    (v0.6)  For finding out that triangle jumping resets your jump count
    for double and triple jump characters.

 Justin
  - For telling me about the damage increase for the Otoko Michi.

 Nick Rox
  - For the Sakura win quote translation.

 James Chen                   <www.geocities.com/TimesSquare/Arcade/6645>
  - I always find myself referring to his X-Men vs. SF combo FAQ whenever
    I start trying to explain combo stuff.  This guy is like, the 'god of
    combos', so if my combo notes made no sense (and I'm sure that they
    did), then go check out his FAQ at his page or www.gamefaqs.com.
    It's freakin' awesome.

 CJayC                                                 <www.gamefaqs.com>
  - This guy got a hacked save file for MvC2 out, like, the day after the
    game came out.  Now that's dedication.  You can get the file at his
    site (GameFAQs), just follow the links from the main page.  Did I
    mention he runs the only honest FAQ site on the entire Internet?
            
 Ura no Ura (Double Reverse)                     <www2.airnet.ne.jp/~tac>
  - Some moves and quite a few movenames taken from this site.  If you
    can read Japanese, this is a cool page to visit.

 Chris                                               <www.dashtaisen.com>
  - Some move names taken from his excellent technique guides.  Dash
    Taisen is a fantastic site for finding out movenames and stuff like
    that.

 Network Video                                  1215 Broadway, Burlingame
  - A great store with all the latest import stuff for great prices.
    If you live in the San Fransisco bay area, check them out.

 Capcom of Japan                                       <www.capcom.co.jp>
                             <www2.capcom.co.jp/mvsc2/command/index.html>
  - Some information taken from their MvC2 page.  Thank goodness these
    guys finally put Dan back in a Vs. game!  The 'titles' for each
    character were taken from the second address.  You can go into a
    directory of images to see all the files, but I forgot just what
    the URL of that was ;)

 National Console Support (NCS)                            <www.ncsx.com>
  - NCS always has the newest import games and other imported items for
    the best prices--they don't disappoint!


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------
 
 Version 0.7 - FINAL  (July 11, 2000)
  - There's the usual assortment of corrections, some plot info. for the
    brand-new characters, and some nifty title art courtesy of Hoang
    Nguyen.  Hoang also send me a list of attack damages for every
    character, but I have had a hell of a time double-checking it (I
    mean, look at the character select screen, it's huge), and trying to
    stick it in the FAQ (which is big enough as is), proved to be an
    impossible task, so I'd like to apologize to Hoang for doing all
    this hard work only to have me not add it in.

    This is also the last revision of this FAQ.  Plagiarism has taken
    it's toll on me, and I'm tired of dealing with idiots who want to
    look good by pretending they found out everything by themselves.
    Obviously there is more stuff I could have added to the FAQ in future
    revisions (esp. now that the US DC version is out), but it's just not
    gonna be happening.  So if you have something interesting to send in,
    you'll have to let another FAQ author know about it.  I wanna thank
    everyone who wrote in up to this point; you guys made the FAQ great,
    and I appreciate it.

 VERSION 0.6  (May 25, 2000)
  - Lots of new stuff in this version.  A defense ranking chart has been
    added, and I figured out all the hypercancelable moves and included
    them in the moveslist section.  Also wrote out which moves cause the
    Flying Screen effect when used on the ground, and I put in some info.
    on people's air dashes and triangle jumps.  The translations section
    now has move descriptions, for those of you having trouble with all
    the Japanese terminology.  I also figured out all the moves which do
    more damage when you tap the buttons, with the exception of the Otoko
    Michi and Juggernaut Headcrush--I can't mash fast enough.  So there
    may be a few I didn't catch.  As usual, there are more notes and
    corrections for each character, as well as more info. on Juggernaut's
    glitch and a new bug for Sentinel and Sakura.
    
 VERSION 0.5  (May 17, 2000)
  - I had more stuff to add in, but I wanted to get this up because I
    added a bunch of Silver Samurai info. after fooling around with him
    for an hour or two.  Another glitch and a quick Gambit note have
    also been added.

 VERSION 0.4  (May 16, 2000)
  - New to this revision is a section ranking characters by their attack
    power and a list of damages for normal punches and kicks.  I've also
    added two glitches for Psylocke and Zangief, as well as some more
    aerial rave finishers.  Some mistakes for Cable, Zangief, and the
    section on Super Armor have been corrected, and new notes have been
    added for Colossus, Iron Man, Jin, Omega Red, Vega, and War Machine.
    I've put in more info. on doing partner assists while in the midst
    of a chain combo, and wrote up a list of what moves don't affect
    partners when used against them.  There are a bunch of excellent
    contributions from readers, too.

 VERSION 0.3  (May 13, 2000)
  - More additions to the Partner Assist, Variable Combination, Snapback,
    and Aerial Raves section.  I put in the V. Combination-only HCs to
    people's movelists (just to make things clearer), and I corrected
    some mistakes for some characters.  In particular, for Ruby Heart
    (her Tour de Magie takes 1 level, not 3), Colossus (his Super Armor
    HC gives him Hyper Armor, if you can follow that kind of twisted
    logic), and Hayato (he can't use V. Attacks or Combinations during
    his Plasma Field HC).  I also stuck in some great info. sent in by
    contributors, and put in some information on downloading MvC2 save
    files from Capcom of Japan's page.

    I've also added a Glitches section to the FAQ, because there are so
    many in here that it's kind of ridiculous.  I wouldn't want people
    to use the glitches in this FAQ to dominate their opposition, but
    a contributor pointed out to me that people can find them elsewhere
    and use them, so people should be able to read the FAQ and at least
    understand what's being used to cream them.  Sounds good to me.

 VERSION 0.2  (May 5, 2000)
  - Some Silver Samurai notes added, and comments on Rogue and Spiral's
    Speed Up ability.  Also added more projectiles to Iceman's list of
    no-damage-when-blocked moves, and corrected some notes for Amingo,
    Tron, and Kobun.  Finished up the Translations section as well, and
    added some more information to the 'Throws and Tech. Hits' section.

 VERSION 0.1  (May 4, 2000)
  - The moveslists have been filled out, other various info. tested and
    added, and the basic gameplay elements have been covered as well.
    The FAQ was going to come out much earlier than this, but my DC gave
    up the ghost, so I had to get a new one.  Argh.


 ------------------------------------------------------------------------
 LAME-ASS CONTEST
 ------------------------------------------------------------------------

 We have a winner!  The Lame-Ass Contest is over, as Hoang T. Nguyen sent
 in the winning artwork you see gracing the top of this file.  I want to
 thank everyone who sent in their drawings, I got quite a kick out of
 some of the entries.  

 Alright, well, that's it for this FAQ.  Thanks for reading.

  ----------------------------------------------------------------------
  "King of the horseflies, dark prince of death / his tragic forces are
   heaven sent / in sweet things, in a lover's breath / in knowing this
   was meant to be the last."
                  - 'Where Boys Fear To Tread' by the Smashing Pumpkins
  ----------------------------------------------------------------------

 Unpublished work Copyright 2000-2001 Chris MacDonald